Fix ambient occlusion calculation

This commit is contained in:
2025-07-11 18:36:06 +01:00
parent 06ae9a6eb9
commit 172f549e5b
+1 -1
View File
@@ -37,7 +37,7 @@ const uint AO_MAX_ITER = 10;
float getOcclusion(vec3 p, vec3 n) {
float ao = 0.0;
float dist;
for (uint i = 0; i < AO_MAX_ITER; i++) {
for (uint i = 1; i < AO_MAX_ITER; i++) {
dist = AO_STEP * i;
ao += max((dist - scene(vec4(p + n * dist, camera_uniforms.campos_and_time.w))) / dist, 0.0);
}