nice try, but it crashes the gpu AND I get <1 fps :(

This commit is contained in:
minjaesong
2019-01-29 17:35:56 +09:00
parent 882cd86dd4
commit 7f7c31d27f
4 changed files with 30 additions and 23 deletions

View File

@@ -61,12 +61,18 @@ vec2[TRAVERSE_SIZE] traceRay(int arraySize, vec2 from, vec2 to) {
void main() {
// this code will produce y-flipped image. It's your job to flip it again (e.g. using y-flipped fullscreen quad)
// Nice try, but it kills GPU :(
// reason: looks like traceRayCount() returns value greater than TRAVERSE_SIZE.
// even if I make traceRayCount() to return constant 3, I get less than 1 fps on GTX 970.
vec4 outColor = vec4(0.0,0.0,0.0,0.0);
// 1. pick a light source
for (int y = 0; y < int(outSize.y); y++) {
for (int x = 0; x < int(outSize.x); x++) {
vec2 from = vec2(x, y);
vec2 from = vec2(x + 0.5, y + 0.5); // +0.5 is used because gl_FragCoord does
vec2 to = gl_FragCoord.xy;
vec2 delta = to - from;
int traceCount = traceRayCount(delta);
@@ -94,10 +100,9 @@ void main() {
}
gl_FragColor = outColor * multiplier;
gl_FragColor = vec4(0,1,0,1);
//gl_FragColor = vec4(0,1,0,1);
gl_FragColor = vec4(texture2D(lights, gl_FragCoord.xy / outSize)) * multiplier;
//gl_FragColor = sampleFrom(lights, gl_FragCoord.xy) * multiplier;
// FIXME (gl_FragCoord / outSize) != v_texCoords
}