Ignore:
Timestamp:
08/29/08 17:27:05 (16 years ago)
Author:
mattausch
Message:
 
File:
1 edited

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  • GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/ssao.cg

    r2884 r2885  
    7878                float3 direction_to_sample = vector_to_sample / length_to_sample; 
    7979 
    80                 // Angle between current normal and direction to sample controls AO intensity. 
     80                // angle between current normal and direction to sample controls AO intensity. 
    8181                const float cos_angle = max(dot(direction_to_sample, currentNormal), 0.0f); 
    8282 
     
    8585                        (SAMPLE_INTENSITY * DISTANCE_SCALE) / (DISTANCE_SCALE + length_to_sample * length_to_sample); 
    8686 
    87                 // if surface normal perpenticular to view dir, some samples probably count less  
    88                 // => compensate for this 
     87                // if surface normal perpenticular to view dir, approx. half of the samples will not count 
     88                // => compensate for this (on the other hand, projected sampling area could be larger!) 
    8989                const float view_correction = 1.0f + VIEW_CORRECTION_SCALE * (1.0f - dot(currentViewDir, currentNormal)); 
    9090 
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