From 1a55d4e28467c9f8582d19c121d5ad1a119b8494 Mon Sep 17 00:00:00 2001 From: Alexander Gauggel <agauggel@uni-koblenz.de> Date: Fri, 25 Jun 2021 19:48:28 +0200 Subject: [PATCH] [#82] Correct phase function --- projects/voxelization/resources/shaders/shader.frag | 2 +- projects/voxelization/src/main.cpp | 4 ++-- 2 files changed, 3 insertions(+), 3 deletions(-) diff --git a/projects/voxelization/resources/shaders/shader.frag b/projects/voxelization/resources/shaders/shader.frag index b5d1ccf6..25ec69ac 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 5036dadc..059f8a8c 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(); -- GitLab