Revision 2809,
590 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 pos: WPOS; // world position
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4 | float4 color0 : COLOR0;
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5 | float4 texCoord: TEXCOORD0;
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6 | float4 lindepth: TEXCOORD1;
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7 | };
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8 |
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9 |
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10 | struct pixel
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11 | {
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12 | float4 color0: COLOR0;
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13 | float4 color1: COLOR1;
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14 | };
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15 |
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16 |
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17 | pixel main(fragment IN, uniform sampler2D tex, uniform float maxDepth)
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18 | //pixel main(fragment IN, uniform sampler2D tex)
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19 | {
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20 | pixel pix;
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21 |
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22 | pix.color0 = IN.color0 * tex2D(tex, IN.texCoord.xy);
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23 | pix.color1 = IN.lindepth.z * maxDepth;// * IN.pos.z / IN.pos.w;
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24 | // pix.color1.w = 1;
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25 |
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26 | return pix;
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27 | } |
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