- Timestamp:
- 08/26/08 13:30:31 (16 years ago)
- File:
-
- 1 edited
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GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/antialiasing.cg
r2866 r2867 10 10 }; 11 11 12 //uniform sampler2D s_distort; 13 uniform float4 e_barrier = float4(5e-5, 5e-5, 0, 0); 12 // the barrier for detecting a discontinuity 13 uniform float4 e_barrier = float4(5e-3, 5e-3, 0, 0); // x = normal, y = depth 14 // the weights for normal / depth discontinuity 14 15 uniform float4 e_weights = float4(1.0f, 1.0f, 1.0f, 1.0f); // x = normal, y = depth 15 uniform float4 e_kernel = float4(0.3 f, 1.0f, 1.0f, 1.0f); // x = normal, y = depth16 uniform float4 e_kernel = float4(0.35f, 1.0f, 1.0f, 1.0f); 16 17 17 18 … … 21 22 ): COLOR 22 23 { 24 //return tex2D(colors, IN.c.xy); 23 25 // normal discontinuity filter 24 26 float3 nc = (float3)tex2D(normals, IN.c.xy); … … 81 83 82 84 return (s0 + s1 + s2 + s3) / 4.0f; 83 //return float4(w);84 85 }
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