diff --git a/includes/RT/Camera.hpp b/includes/RT/Camera.hpp index b09ec5c..e4e3c7e 100644 --- a/includes/RT/Camera.hpp +++ b/includes/RT/Camera.hpp @@ -45,8 +45,8 @@ class Camera glm::vec3 _acceleration; float _maxSpeed = 8.0f; - float _acceleration_rate = 40.0f; - float _deceleration_rate = 40.0f; + float _acceleration_rate = 100.0f; + float _deceleration_rate = 50.0f; float _sensitivity = 0.2f; }; diff --git a/scenes/test.rt b/scenes/test.rt index 3279231..db70143 100644 --- a/scenes/test.rt +++ b/scenes/test.rt @@ -2,15 +2,15 @@ MAT 255 255 255 0.0 0.0 0.0 MAT 255 255 255 2.0 0.0 0.0 -MAT 255 0 0 0.0 0.0 0.0 -MAT 0 150 255 0.0 0.0 0.0 -MAT 150 255 150 0.0 0.0 0.0 +MAT 255 100 100 0.0 0.0 0.0 +MAT 100 100 255 0.0 0.0 0.0 +MAT 100 255 100 0.0 0.0 0.0 MAT 255 255 255 0.0 1.0 0.0 -sp 0 7.5 0 5 1 +# sp 0 7.5 0 5 1 -sp 0 1 0 0.5 5 +sp 0 -1 0 0.5 5 sp 0 -2 -1 1 2 sp -1 -2 0.8 1 3 @@ -18,9 +18,9 @@ sp 1 -2 0.8 1 4 pl 0 -3 0 0 1 0 0 -pl 3 0 0 -1 0 0 0 -pl -3 0 0 1 0 0 0 -pl 0 3 0 0 -1 0 0 +pl 3 0 0 -1 0 0 3 +pl -3 0 0 1 0 0 2 +pl 0 3 0 0 -1 0 1 pl 0 0 -3 0 0 1 0 pl 0 0 3 0 0 -1 0 diff --git a/shaders/compute.glsl b/shaders/compute.glsl index 0756a4b..ae12e31 100644 --- a/shaders/compute.glsl +++ b/shaders/compute.glsl @@ -134,6 +134,7 @@ void main() Ray ray = Ray(u_cameraPosition, ray_direction); vec3 color = pathtrace(ray, uv); + // color = vec3(sqrt(color.x), sqrt(color.y), sqrt(color.z)); float blend = 1.0 / float(u_frameCount + 1); vec4 accum = imageLoad(accumulation_image, pixel_coords);