- Timestamp:
- 09/05/07 10:54:23 (17 years ago)
- File:
-
- 1 edited
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GTP/trunk/App/Demos/Illum/Ogre/Media/materials/GTPBasic/GTPShadowMap_PS.hlsl
r2507 r2550 40 40 } 41 41 return light; 42 } 43 44 float4 shadowMapCameraDepth(LightCPos_OUT IN, 45 uniform sampler2D shadowMap) : COLOR 46 { 47 float4 light = shadowColor; 48 49 50 float4 pos = (IN.LightVPos / IN.LightVPos.w); 51 52 pos.xy = (pos.xy + 1.0) / 2.0; 53 pos.y = 1.0 - pos.y; 54 float storedDepth = tex2D(shadowMap, pos.xy).r; 55 //light = (pos.z - storedDepth.r)*100.0; 56 float depth = -IN.LightCPos.z; 57 light = max(storedDepth + DEPTH_BIAS > depth, shadowColor2); 58 return storedDepth; 59 return light; 42 60 } 43 61
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