Revision 2809,
536 bytes
checked in by mattausch, 16 years ago
(diff) |
working on ssao deferred shading approach (debug version!!)
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1 | struct fragment
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2 | {
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3 | float4 position : POSITION; // screen position
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4 | float4 color0 : COLOR0;
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5 | float4 texCoord: TEXCOORD0;
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6 | };
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7 |
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8 |
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9 | struct pixel
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10 | {
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11 | float4 color : COLOR;
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12 | };
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13 |
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14 |
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15 | pixel main(fragment IN,
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16 | const uniform sampler2D tex,
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17 | const uniform sampler2D depthTex)
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18 | {
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19 | pixel OUT;
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20 | //OUT.color = IN.color0;
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21 |
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22 | float4 col = tex2D(tex, IN.texCoord.xy) * 0.01;
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23 | col += tex2D(depthTex, IN.texCoord.xy).x * 0.5;
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24 | OUT.color = col;
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25 |
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26 | return OUT;
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27 | }
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