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Nodes: Add GTAONode
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#28844
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Nodes: Add GTAONode
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#28844
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e8837bb
Nodes: Add `GTAONode`.
Mugen87 8304474
Merge remote-tracking branch 'upstream/dev' into dev72
Mugen87 7d6a5dd
GTAONode: Clean up.
Mugen87 566e560
set derivative_uniformity diagnostic to off
sunag 19d0c6a
GTAONode: Add internal pass with correct clear color.
Mugen87 7a71d73
Clean up.
Mugen87 b7e11a9
GTAONode: Couple of fixes.
Mugen87 19e35f3
GTAONode: Clean up.
Mugen87 8f26375
GTAONode: Fix loop.
Mugen87 042a6f3
GTAONode: Fix normal buffer values.
Mugen87 a457f03
GTAONode: Use correct camera.
Mugen87 cf082fb
GTAONode: Use `positionView`.
Mugen87 c5fd906
GTAONode: Use `transformedNormalView`.
Mugen87 c2109ab
Clean up.
Mugen87 77fa428
GTAONode: Add multiple fixes.
Mugen87 4f97452
GTANode: More fixes.
Mugen87 956b4f6
GTAONode: Use `vec4` in `getSceneUvAndDepth()`.
Mugen87 38ee5a3
GTAONode: Fix assignment of `ao`.
Mugen87 da6eaae
GTAONode: Attempt to fix `getSceneUvAndDepth()`.
Mugen87 6bfc769
GTAONode: Fix y-sampling.
Mugen87 8f2fd7e
E2E: Update screenshot.
Mugen87 73be1d1
Examples: Add back color space conversion.
Mugen87 569aa37
E2E: Add example to exception list.
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Adding this just temporarily to better visually debug the shader.
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Maybe you could try get
positionView
from MRT too? like:We could find ways to optimize them too...
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Use
cameraProjectionMatrixInverse
inside aQuadMesh.render()
( PostProcessing ) it will use the current cameraOrthographicCamera
and not the camera used inpass()
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Indeed, using
positionView
and the correct camera fixes the image!I want to understand why the inline computation of
positionView
fails. I think this is related to the different clip space of WebGPU but I'm still not sure.