- Timestamp:
- 09/01/08 08:58:38 (16 years ago)
- File:
-
- 1 edited
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GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/antialiasing.cg
r2887 r2891 13 13 uniform float4 e_barrier = float4(5e-5, 5e-5, 0, 0); // x = normal, y = depth 14 14 // the weights for normal / depth discontinuity 15 //uniform float4 e_weights = float4(10.0f, 0.1f, 1.0f, 1.0f); // x = normal, y = depth16 uniform float4 e_weights = float4(1.0f, 1.0f, 1.0f, 1.0f); // x = normal, y = depth17 uniform float4 e_kernel = float4(0. 35f, 1.0f, 1.0f, 1.0f);15 uniform float4 e_weights = float4(0.5f, 0.5f, 1.0f, 1.0f); // x = normal, y = depth 16 //uniform float4 e_weights = float4(1.0f, 1.0f, 1.0f, 1.0f); // x = normal, y = depth 17 uniform float4 e_kernel = float4(0.5f, 1.0f, 1.0f, 1.0f); 18 18 19 19 … … 34 34 nd.w = dot(nc, float3(tex2D(normals, IN.lb.xy))); 35 35 36 nd .x-= e_barrier.x;36 nd -= e_barrier.x; 37 37 nd = step((float4)0.0f, nd); 38 38 … … 84 84 float4 s3 = tex2Dlod(colors, float4(offset + IN.lb.xy * w, 0, 0)); 85 85 86 //float4 sx = tex2D(colors, IN.c.xy);86 float4 sc = tex2Dlod(colors, float4(IN.c.xy, 0, 0)); 87 87 88 return (s0 + s1 + s2 + s3) * 0.25f; 88 return (s0 + s1 + s2 + s3 + sc) * 0.2f; 89 //return (s0 + s1 + s2 + s3) * 0.25f; 89 90 //return float4(w); 90 91 }
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