Ignore:
Timestamp:
09/05/07 10:54:23 (17 years ago)
Author:
szirmay
Message:
 
File:
1 edited

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  • GTP/trunk/App/Demos/Illum/Ogre/Media/Towers/parallax.hlsl

    r2441 r2550  
    1414        float det = B2 * T2 - BT * BT; 
    1515 
    16         return float3x3( (B2 * Tangent - BT * Binormal)/det,  
    17                          (T2 * Binormal - BT * Tangent)/det,  
    18                          Normal/N2 ); 
     16        //return float3x3( (B2 * Tangent - BT * Binormal)/det,  
     17        //                 (T2 * Binormal - BT * Tangent)/det,  
     18        //                 Normal/N2 ); 
    1919                                                         
    2020        // simplified solution 
    2121        //return float3x3(Tangent/T2, Binormal/B2, Normal/N2);  
    2222        // more simplified solution 
    23         //return float3x3(Tangent, Binormal, Normal); 
     23        return float3x3(Tangent, Binormal, Normal); 
    2424} 
    2525 
     
    8989      
    9090    // performing parallax mapping 
    91     float2 ParallaxTex = PARALLAX_MAPPING_ITER(BumpMapSampler, IN.TexCoord, tView); 
     91    float2 ParallaxTex = PARALLAX_MAPPING_OFFSET_LIMIT(BumpMapSampler, IN.TexCoord, tView); 
    9292        DISCARD_BY_TEX(ParallaxTex); 
    9393         
    9494    // get model space normal vector 
     95    //ParallaxTex = IN.TexCoord; 
    9596    float3 tNormal = tex2D(BumpMapSampler, ParallaxTex).rgb; 
    9697        // Normal vector should be transformed with the inverse transpose of TangentToModel 
     
    9899    float3 mNormal = normalize( mul( tNormal, ModelToTangent ) );  
    99100        //mNormal = normalize(IN.wNormal); 
     101 
    100102    // illumination calculation 
     103 
    101104    return Illumination(mLight, mNormal, mView, ParallaxTex, IN.TexCoord2); 
    102105} 
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