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Commit 619195c0 authored by Aaron Kreuzberg's avatar Aaron Kreuzberg
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removed debug code

parent ac42512f
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......@@ -591,8 +591,6 @@ void glow::viewer::ViewerRenderer::renderSubview(tg::isize2 const& res, tg::ipos
for (auto const& r : renderables)
r->renderForward(info);
}
// targets.normal->bind().writeToFile("normal.png");
}
// picking rendering
......
......@@ -37,24 +37,17 @@ void PointRenderable::renderPoints(const RenderInfo& info)
auto shader = mForwardShader->use();
shader["uModel"] = transform();
// std::cout << "uModel" << transform() << std::endl;
shader["uView"] = info.view;
// std::cout << "uView" << info.view << std::endl;
shader["uProj"] = info.proj;
// std::cout << "uProj" << info.proj << std::endl;
shader["uCamPos"] = info.camPos;
shader["uFresnel"] = getFresnel();
shader["uIsTransparent"] = getRenderMode() == GeometricRenderable::RenderMode::Transparent;
shader["uSeed"] = tg::u32(info.accumulationCount);
shader["uScreenSize"] = tg::vec2(info.resolution);
shader["uInvModel"] = inverse(transform());
// std::cout << "uInvModel" << inverse(transform()) << std::endl;
shader["uInvView"] = inverse(info.view);
// std::cout << "uInvView" << inverse(info.view) << std::endl;
shader["uInvProj"] = inverse(info.proj);
// std::cout << "uInvProj" << inverse(info.proj) << std::endl;
shader["uClipPlane"] = getClipPlane();
// std::cout << "uClipPlane" << getClipPlane() << std::endl;
if (mRenderMode == RenderMode::Sphere)
{
......@@ -94,7 +87,6 @@ void PointRenderable::renderShadow(RenderInfo const& info)
shader["uInvProj"] = inverse(info.proj);
shader["uScreenSize"] = tg::vec2(info.resolution);
shader["uCamPos"] = info.camPos;
// shader["uCamPos"] = info.sunPos;
if (mRenderMode == RenderMode::Sphere)
{
......@@ -359,12 +351,11 @@ void PointRenderable::init()
vpos.xyz += up * qp.y * aPointSize;
vpos.xyz -= fwd * aPointSize;
vpos = uInvModel * uInvView * vpos;
vpos /= vpos.w;
vpos = uInvView * vpos;
vOut.Normal = vec3(0,0,0);
vOut.fragPosWS = vec3(uModel * vec4(vpos.xyz, 1.0));
gl_Position = uProj * uView * uModel * vec4(vpos.xyz, 1.0);
vOut.fragPosWS = vpos.xyz;
gl_Position = uProj * uView * vec4(vpos.xyz, 1.0);
)");
}
else
......
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