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@@ -41,7 +41,10 @@ CubemapFilter *CubemapFilter::singleton = nullptr;
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CubemapFilter::CubemapFilter() {
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singleton = this;
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- ggx_samples = GLOBAL_GET("rendering/reflections/sky_reflections/ggx_samples");
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+ // Use a factor 4 larger for the compatibility renderer to make up for the fact
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+ // That we don't use an array texture. We will reduce samples on low roughness
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+ // to compensate.
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+ ggx_samples = 4 * uint32_t(GLOBAL_GET("rendering/reflections/sky_reflections/ggx_samples"));
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{
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String defines;
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@@ -57,10 +60,10 @@ CubemapFilter::CubemapFilter() {
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const float qv[6] = {
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-1.0f,
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-1.0f,
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- 3.0f,
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- -1.0f,
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-1.0f,
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3.0f,
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+ 3.0f,
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+ -1.0f,
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};
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6, qv, GL_STATIC_DRAW);
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@@ -146,10 +149,11 @@ void CubemapFilter::filter_radiance(GLuint p_source_cubemap, GLuint p_dest_cubem
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}
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if (p_layer > 0) {
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- const uint32_t sample_counts[4] = { 1, ggx_samples / 4, ggx_samples / 2, ggx_samples };
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- uint32_t sample_count = sample_counts[MIN(3, p_layer)];
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+ const uint32_t sample_counts[5] = { 1, ggx_samples / 16, ggx_samples / 8, ggx_samples / 4, ggx_samples };
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+ uint32_t sample_count = sample_counts[MIN(4, p_layer)];
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- float roughness = float(p_layer) / (p_mipmap_count);
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+ float roughness = float(p_layer) / (p_mipmap_count - 1);
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+ roughness *= roughness; // Convert to non-perceptual roughness.
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float roughness4 = roughness * roughness;
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roughness4 *= roughness4;
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@@ -165,7 +169,7 @@ void CubemapFilter::filter_radiance(GLuint p_source_cubemap, GLuint p_dest_cubem
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Vector3 dir = importance_sample_GGX(xi, roughness4);
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Vector3 light_vec = (2.0 * dir.z * dir - Vector3(0.0, 0.0, 1.0));
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- if (light_vec.z < 0.0) {
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+ if (light_vec.z <= 0.0) {
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continue;
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}
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