diff --git a/Source/Scene/PostProcessStageCollection.js b/Source/Scene/PostProcessStageCollection.js index a7eba11beede..b23acfb816ae 100644 --- a/Source/Scene/PostProcessStageCollection.js +++ b/Source/Scene/PostProcessStageCollection.js @@ -498,8 +498,8 @@ define([ height : 256 }, sampler : new Sampler({ - wrapS : TextureWrap.CLAMP_TO_EDGE, - wrapT : TextureWrap.CLAMP_TO_EDGE, + wrapS : TextureWrap.REPEAT, + wrapT : TextureWrap.REPEAT, minificationFilter : TextureMinificationFilter.NEAREST, magnificationFilter : TextureMagnificationFilter.NEAREST }) diff --git a/Source/Shaders/PostProcessStages/AmbientOcclusionGenerate.glsl b/Source/Shaders/PostProcessStages/AmbientOcclusionGenerate.glsl index 59d84f3477c5..4a579dfc1e2c 100644 --- a/Source/Shaders/PostProcessStages/AmbientOcclusionGenerate.glsl +++ b/Source/Shaders/PostProcessStages/AmbientOcclusionGenerate.glsl @@ -58,9 +58,7 @@ void main(void) float gapAngle = 90.0 * czm_radiansPerDegree; // RandomNoise - vec2 noiseMapSize = vec2(256.0, 256.0); - vec2 noiseScale = vec2(czm_viewport.z / noiseMapSize.x, czm_viewport.w / noiseMapSize.y); - float randomVal = texture2D(randomTexture, v_textureCoordinates * noiseScale).x; + float randomVal = texture2D(randomTexture, v_textureCoordinates).x; float inverseViewportWidth = 1.0 / czm_viewport.z; float inverseViewportHeight = 1.0 / czm_viewport.w;