- Timestamp:
- 06/05/07 01:57:13 (17 years ago)
- File:
-
- 1 edited
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GTP/trunk/App/Demos/Illum/Ogre/Media/materials/GTPBasic/GTPShadowMap_PS.hlsl
r2337 r2404 15 15 #define DEPTH_BIAS_VSM 0.001 16 16 #define DEPTH_EPSILON 0.05 17 #define DIST_BIAS 0.00 0517 #define DIST_BIAS 0.005 18 18 #define DIST_BIAS_VSM 0.0005 19 19 #define DIST_EPSILON 0.001 … … 76 76 uniform sampler2D shadowMap) : COLOR 77 77 { 78 float4 light = shadowColor;78 float4 light = 0;//shadowColor; 79 79 if( IN.LightVPos.z > 0.0) 80 80 { 81 81 float4 pos = (IN.LightVPos / IN.LightVPos.w); 82 82 float d = length(pos.xy); 83 light = saturate((1.0 - d)/0.05);83 //light = saturate((1.0 - d)/0.05); 84 84 if(d <= 1.0) 85 85 { … … 90 90 light = max(dist < storedDist + DIST_BIAS, shadowColor); 91 91 light = dist < storedDist + DIST_BIAS; 92 //if(dist < storedDist + DIST_BIAS) 93 //light = 1; 92 94 } 93 95 }
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