gl_ssao
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Projection scale wrong for perspective projection?
Currently, scale factor of the projection (used to compute radius to screen), is computed as float(height) / (tanf(projection.fov * 0.5f) * 2.0f);.
projection.fov is 45, so these are presumably degrees . However, tanf expects radians, both in C and in C++.
Shouldn't it be float(height) / (tanf(projection.fov * M_PI * 0.5f / 180.f) * 2.0f);?
If not, what is the meaning of the current value?
You're correct, I noticed this too.