- Timestamp:
- 08/29/08 15:46:36 (16 years ago)
- File:
-
- 1 edited
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GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/globillum.cg
r2882 r2884 1 1 //////////////////// 2 // S creen Spaced Ambient Occlusionshader2 // SSAO + color bleeding shader 3 3 // based on shader of Alexander Kusternig 4 4 5 #define NUM_SAMPLES 10 6 //#define NUM_SAMPLES 16 7 8 // rule of thumb: approx 1 / NUM_SAMPLES 9 //#define SAMPLE_INTENSITY 0.15f 10 #define SAMPLE_INTENSITY 0.22f 11 12 #define AREA_SIZE 7e-1f 13 //#define AREA_SIZE 3e-1f 14 #define VIEW_CORRECTION_SCALE 0.3f 15 //#define VIEW_CORRECTION_SCALE 0.5f 16 #define DISTANCE_SCALE 1e-6f 17 18 #define ILLUM_INTENSITY 5e-1f; 5 #include "../shaderenv.h" 19 6 20 7 … … 83 70 84 71 //sample noisetex; r stores costheta, g stores sintheta 72 //float2 mynoise = tex2D(noiseTexture, IN.texCoord.xy * noiseMultiplier).xy * 2.0f - 1.0f; 85 73 float2 mynoise = tex2D(noiseTexture, IN.texCoord.xy * noiseMultiplier).xy; 86 74 … … 210 198 211 199 OUT.illum_col = (col + illum) * ao; 200 OUT.illum_col.w = col.w; 212 201 213 202 return OUT;
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