Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Properly linearize depth buffer for SSAO when using orthogonal camera #94153

Merged
merged 1 commit into from
Jul 10, 2024

Conversation

clayjohn
Copy link
Member

@clayjohn clayjohn commented Jul 9, 2024

Fixes: #94139

The linearization code was up[dated in a few places after the reverse-z change, but it was missed here.

I validated that GI, DoF, SSR, SSS and SSAO continue to work with this change.

This code is just a copy and paste from the code we use for DoF already.

@clayjohn clayjohn added this to the 4.3 milestone Jul 9, 2024
@clayjohn clayjohn requested a review from a team as a code owner July 9, 2024 22:31
Copy link
Member

@Calinou Calinou left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Tested locally, it works as expected.

@akien-mga akien-mga merged commit 198e55e into godotengine:master Jul 10, 2024
18 checks passed
@akien-mga
Copy link
Member

Thanks!

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging this pull request may close these issues.

SSAO renders reversed in orthographic Camera3D
3 participants