- Timestamp:
- 08/26/08 16:27:11 (16 years ago)
- File:
-
- 1 edited
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GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/antialiasing.cg
r2867 r2868 11 11 12 12 // the barrier for detecting a discontinuity 13 uniform float4 e_barrier = float4(5e- 3, 5e-3, 0, 0); // x = normal, y = depth13 uniform float4 e_barrier = float4(5e-4, 5e-4, 0, 0); // x = normal, y = depth 14 14 // the weights for normal / depth discontinuity 15 15 uniform float4 e_weights = float4(1.0f, 1.0f, 1.0f, 1.0f); // x = normal, y = depth … … 32 32 nd.w = dot(nc, float3(tex2D(normals, IN.lb.xy))); 33 33 34 nd -= e_barrier.x;35 nd = step( 0.0f, nd);34 nd.x -= e_barrier.x; 35 nd = step((float4)0.0f, nd); 36 36 37 37 float ne = saturate(dot(nd, e_weights.x)); … … 83 83 84 84 return (s0 + s1 + s2 + s3) / 4.0f; 85 //return float4(w); 85 86 }
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