diff --git a/src/Mod/CAM/Gui/Resources/panels/TaskCAMSimulator.ui b/src/Mod/CAM/Gui/Resources/panels/TaskCAMSimulator.ui index 916cdd0497..fff0c1b518 100644 --- a/src/Mod/CAM/Gui/Resources/panels/TaskCAMSimulator.ui +++ b/src/Mod/CAM/Gui/Resources/panels/TaskCAMSimulator.ui @@ -6,7 +6,7 @@ 0 0 - 288 + 577 335 @@ -76,11 +76,11 @@ - - - 24 - 16777215 - + + + 0 + 0 + Job: @@ -88,7 +88,14 @@ - + + + + 0 + 0 + + + diff --git a/src/Mod/CAM/PathSimulator/AppGL/Shader.cpp b/src/Mod/CAM/PathSimulator/AppGL/Shader.cpp index e27673b839..d587f1e35c 100644 --- a/src/Mod/CAM/PathSimulator/AppGL/Shader.cpp +++ b/src/Mod/CAM/PathSimulator/AppGL/Shader.cpp @@ -126,7 +126,7 @@ void Shader::UpdateNormalTexSlot(int normalSlot) void Shader::UpdateNoiseTexSlot(int noiseSlot) { if (mNoisePos >= 0) { - glUniform1i(mAlbedoPos, noiseSlot); + glUniform1i(mNoisePos, noiseSlot); } } @@ -464,8 +464,8 @@ const char* FragShaderSSAO = R"( // parameters (you'd probably want to use them as uniforms to more easily tweak the effect) int kernelSize = 64; - float radius = 2.5f; - float bias = 0.025; + float radius = 30f; + float bias = 0.01; // tile noise texture over screen based on screen dimensions divided by noise size const vec2 noiseScale = vec2(800.0/4.0, 600.0/4.0); @@ -505,7 +505,7 @@ const char* FragShaderSSAO = R"( occlusion += (sampleDepth >= samplePos.z + bias ? 1.0 : 0.0) * rangeCheck; } occlusion = 1.0 - (occlusion / kernelSize); - FragColor = vec4(pow(occlusion, 2), 0, 0, 1); + FragColor = vec4(occlusion, 0, 0, 1); } )";