now disable outline renderer, will use other method to impl, fixed BRDF_LUT load error, add internal api for EditorCamera to set and get clips

This commit is contained in:
2026-04-13 19:06:12 +08:00
parent d6d735900a
commit 1b5fa1002d
10 changed files with 167 additions and 108 deletions

View File

@ -107,16 +107,16 @@ void main(void)
if(gl_GlobalInvocationID.x >= outputSize.x || gl_GlobalInvocationID.y >= outputSize.y) {
return;
}
// Solid angle associated with a single cubemap texel at zero mipmap level.
// This will come in handy for importance sampling below.
vec2 inputSize = vec2(textureSize(inputTexture, 0));
float wt = 4.0 * PI / (6 * inputSize.x * inputSize.y);
// Approximation: Assume zero viewing angle (isotropic reflections).
vec3 N = GetCubeMapTexCoord();
vec3 Lo = N;
vec3 S, T;
computeBasisVectors(N, S, T);