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);
}
)";