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();
-- 
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