diff --git a/projects/voxelization/resources/shaders/shader.frag b/projects/voxelization/resources/shaders/shader.frag index b5d1ccf6f64fd1f9256c1a51c2c5f86ba4c49f9d..25ec69acb77bace1134920bbcee56deb40bb936b 100644 --- a/projects/voxelization/resources/shaders/shader.frag +++ b/projects/voxelization/resources/shaders/shader.frag @@ -76,7 +76,7 @@ vec3 EnvBRDFApprox(vec3 SpecularColor, float Roughness, float NoV ) } float isotropicPhase(){ - return 1 / pi; + return 1 / (4 * pi); } vec3 volumetricLighting(vec3 colorIn, vec3 V, vec3 pos, float d){ diff --git a/projects/voxelization/src/main.cpp b/projects/voxelization/src/main.cpp index 5036dadc92a1e83f5172efb7a5cf49495c10fde4..059f8a8cbad2ca0e509ebf7e539036afd07d2e21 100644 --- a/projects/voxelization/src/main.cpp +++ b/projects/voxelization/src/main.cpp @@ -486,9 +486,9 @@ int main(int argc, const char** argv) { bool msaaCustomResolve = true; glm::vec3 scatteringColor = glm::vec3(1); - float scatteringDensity = 0.001; + float scatteringDensity = 0.005; glm::vec3 absorptionColor = glm::vec3(1); - float absorptionDensity = 0.001; + float absorptionDensity = 0.005; float volumetricAmbient = 0.2; auto start = std::chrono::system_clock::now();