From 2a949a727cfe17d306816804be93e62a477d8b35 Mon Sep 17 00:00:00 2001 From: Benjamin Glatzel Date: Sat, 27 May 2017 16:01:54 +0200 Subject: [PATCH] Smaller ESMs, larger blur radius --- .../IntrinsicRendererVulkanRenderPassVolumetricLighting.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/IntrinsicRendererVulkan/src/IntrinsicRendererVulkanRenderPassVolumetricLighting.cpp b/IntrinsicRendererVulkan/src/IntrinsicRendererVulkanRenderPassVolumetricLighting.cpp index 2d23f827..6ca10d1a 100644 --- a/IntrinsicRendererVulkan/src/IntrinsicRendererVulkanRenderPassVolumetricLighting.cpp +++ b/IntrinsicRendererVulkan/src/IntrinsicRendererVulkanRenderPassVolumetricLighting.cpp @@ -327,7 +327,7 @@ _INTR_INLINE void blurExponentialShadowMaps(uint32_t p_ShadowMapCount) { using namespace Resources; - static const float blurRadius = 2.0f; + static const float blurRadius = 5.0f; for (uint32_t shadowMapIndex = 0u; shadowMapIndex < p_ShadowMapCount; ++shadowMapIndex) @@ -442,7 +442,7 @@ void VolumetricLighting::init() pipelineLayoutsToCreate.push_back(pipelineLayoutEsm); } - const glm::uvec2 expShadowBufferDim = RenderPass::Shadow::_shadowMapSize / 4u; + const glm::uvec2 expShadowBufferDim = glm::uvec2(256u, 256u); // Render passes RenderPassRefArray renderPassesToCreate;