gl_ssao
gl_ssao copied to clipboard
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?