- Timestamp:
- 08/31/08 13:15:30 (16 years ago)
- File:
-
- 1 edited
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GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/globillum.cg
r2884 r2887 96 96 97 97 // if normal perpenticular to view dir, only half of the samples count 98 const float view_correction = 1.0f + VIEW_CORRECTION_SCALE * (1.0f - dot(currentViewDir, currentNormal)); 99 100 total_color.w -= cos_angle * distance_intensity * view_correction; 101 102 total_color.xyz += cos_angle * distance_intensity * view_correction * sample_color * ILLUM_INTENSITY; 98 //const float view_correction = 1.0f + VIEW_CORRECTION_SCALE * (1.0f - dot(currentViewDir, currentNormal)); 99 //total_color.w -= cos_angle * distance_intensity * view_correction; 100 //total_color.xyz += cos_angle * distance_intensity * view_correction * sample_color * ILLUM_INTENSITY; 101 102 total_color.w -= cos_angle * distance_intensity; 103 total_color.xyz += cos_angle * distance_intensity * sample_color * ILLUM_INTENSITY; 103 104 } 104 105
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