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Merge pull request #2438 from CraigFeldspar/master

fixed minZ bug with ssao2
David Catuhe 8 年之前
父節點
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eb9d79cd4f

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dist/preview release/babylon.d.ts


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dist/preview release/babylon.js


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dist/preview release/babylon.module.d.ts


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dist/preview release/babylon.worker.js


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dist/preview release/customConfigurations/minimalViewer/babylon.d.ts


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dist/preview release/customConfigurations/minimalViewer/babylon.js


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dist/preview release/customConfigurations/minimalViewer/babylon.module.d.ts


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dist/preview release/gui/babylon.gui.min.js


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dist/preview release/inspector/babylon.inspector.bundle.js


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dist/preview release/inspector/babylon.inspector.min.js


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dist/preview release/loaders/babylon.glTF1FileLoader.min.js


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dist/preview release/loaders/babylon.glTF2FileLoader.min.js


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dist/preview release/loaders/babylon.glTFFileLoader.min.js


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dist/preview release/loaders/babylon.objFileLoader.min.js


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dist/preview release/materialsLibrary/babylon.customMaterial.min.js


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dist/preview release/materialsLibrary/babylon.waterMaterial.min.js


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dist/preview release/postProcessesLibrary/babylon.asciiArtPostProcess.min.js


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dist/preview release/postProcessesLibrary/babylon.digitalRainPostProcess.min.js


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src/PostProcess/RenderPipeline/Pipelines/babylon.ssao2RenderingPipeline.ts

@@ -315,8 +315,8 @@
                 effect.setFloat("base", this.base);
                 effect.setFloat("near", this._scene.activeCamera.minZ);
                 effect.setFloat("far", this._scene.activeCamera.maxZ);
-                effect.setFloat("xViewport", Math.tan(this._scene.activeCamera.fov / 2) * this._scene.activeCamera.minZ * this._scene.getEngine().getAspectRatio(this._scene.activeCamera, true));
-                effect.setFloat("yViewport", Math.tan(this._scene.activeCamera.fov / 2) * this._scene.activeCamera.minZ );
+                effect.setFloat("xViewport", Math.tan(this._scene.activeCamera.fov / 2) * this._scene.getEngine().getAspectRatio(this._scene.activeCamera, true));
+                effect.setFloat("yViewport", Math.tan(this._scene.activeCamera.fov / 2) );
                 effect.setMatrix("projection", this._scene.getProjectionMatrix());
 
                 effect.setTexture("textureSampler", this._depthTexture);