Jump to content
  • Advertisement
Sign in to follow this  

Fastest way to jitter normal in glsl

This topic is 3779 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hello everybody, i'm currently working of an environmental lighting renderer, and the current method i've got for creating the environmental cubemap, is to render a 512x512 cubemap for reflections, then downsample that to a 32x32 cubemap for the environmental lighting. This gave aretfacts, so i'm currently doing a blur, by rotating the bent normal using matrices in the fragment shader, and taking m samples, multiplied by the dot product of the bent normal, and the rotated bent normal. This gives a really good blur with a lot of samples, say 30, but can slow down the renderer somewhat. Is there a faster way of obtaining a kernel of say 5x5 vectors based on the bent normal and a given offset in degrees, as i'm thinking that calculating the lookup vectors for the cubemap is the bottleneck rather than the cubemap sampling.

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!