source: GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/test2.cg @ 2809

Revision 2809, 590 bytes checked in by mattausch, 16 years ago (diff)

working on ssao deferred shading approach (debug version!!)

Line 
1struct fragment
2{
3      float4 pos: WPOS; // world position
4      float4 color0  : COLOR0;
5      float4 texCoord: TEXCOORD0;     
6      float4 lindepth: TEXCOORD1;
7};
8
9
10struct pixel
11{
12      float4 color0: COLOR0;
13      float4 color1: COLOR1;
14};
15
16
17pixel main(fragment IN, uniform sampler2D tex, uniform float maxDepth)
18//pixel main(fragment IN, uniform sampler2D tex)
19{
20     pixel pix;
21     
22     pix.color0 = IN.color0 * tex2D(tex, IN.texCoord.xy);
23     pix.color1 = IN.lindepth.z * maxDepth;// * IN.pos.z / IN.pos.w;
24    // pix.color1.w = 1;
25
26     return pix;
27}
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