- Timestamp:
- 09/05/07 10:54:23 (17 years ago)
- File:
-
- 1 edited
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GTP/trunk/App/Demos/Illum/Ogre/Media/Towers/parallax.hlsl
r2441 r2550 14 14 float det = B2 * T2 - BT * BT; 15 15 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 ); 19 19 20 20 // simplified solution 21 21 //return float3x3(Tangent/T2, Binormal/B2, Normal/N2); 22 22 // more simplified solution 23 //return float3x3(Tangent, Binormal, Normal);23 return float3x3(Tangent, Binormal, Normal); 24 24 } 25 25 … … 89 89 90 90 // performing parallax mapping 91 float2 ParallaxTex = PARALLAX_MAPPING_ ITER(BumpMapSampler, IN.TexCoord, tView);91 float2 ParallaxTex = PARALLAX_MAPPING_OFFSET_LIMIT(BumpMapSampler, IN.TexCoord, tView); 92 92 DISCARD_BY_TEX(ParallaxTex); 93 93 94 94 // get model space normal vector 95 //ParallaxTex = IN.TexCoord; 95 96 float3 tNormal = tex2D(BumpMapSampler, ParallaxTex).rgb; 96 97 // Normal vector should be transformed with the inverse transpose of TangentToModel … … 98 99 float3 mNormal = normalize( mul( tNormal, ModelToTangent ) ); 99 100 //mNormal = normalize(IN.wNormal); 101 100 102 // illumination calculation 103 101 104 return Illumination(mLight, mNormal, mView, ParallaxTex, IN.TexCoord2); 102 105 }
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