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Timestamp:
05/28/07 17:00:18 (17 years ago)
Author:
szirmay
Message:
 
File:
1 edited

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  • GTP/trunk/App/Demos/Illum/Ogre/Media/MORIA/MoriaHallBase.hlsl

    r2386 r2398  
    9292        float4 Color = 0; 
    9393        float3 N = NormalMap(IN.wTangent, IN.wBinormal, IN.wNormal, IN.texCoord2.xy, bumpMap); 
    94         float3 V = normalize(IN.wView); 
     94        float dist = length(IN.wView); 
     95        float3 V = IN.wView / dist; 
    9596        // read textures 
    9697        float4 diffuseColor = tex2D(tileTexture, IN.texCoord.zw) * tex2D(detailTexture, IN.texCoord.xy); 
     
    104105float shadow; 
    105106 
    106 if(dot(lightColor1, lightColor1) != 0) 
    107 { 
     107//if(dot(lightColor1, lightColor1) != 0) 
     108//{ 
    108109        L = wLightPos1.xyz - IN.wPos * wLightPos1.w; 
    109110        //illumination 
     
    113114        shadow = shadowPoint(ShadowMap1Point, lightCPos, lightFarPlane1); 
    114115        Color += col * shadow;   
    115 } 
     116         
     117        //Color = col; 
     118//} 
    116119 
    117120//---------------------------------------------------------------------------------------------------------------- 
     
    137140        //gather caustics for all casters 
    138141        //return diffuseColor; 
     142        Color.a = dist; 
    139143        return Color; 
    140144} 
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