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Timestamp:
09/01/08 08:58:38 (16 years ago)
Author:
mattausch
Message:
 
File:
1 edited

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

    r2887 r2891  
    1313uniform float4 e_barrier = float4(5e-5, 5e-5, 0, 0); // x = normal, y = depth 
    1414// the weights for normal / depth discontinuity 
    15 //uniform float4 e_weights = float4(10.0f, 0.1f, 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(0.35f, 1.0f, 1.0f, 1.0f);  
     15uniform 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 
     17uniform float4 e_kernel = float4(0.5f, 1.0f, 1.0f, 1.0f);  
    1818 
    1919 
     
    3434        nd.w = dot(nc, float3(tex2D(normals, IN.lb.xy))); 
    3535 
    36         nd.x -= e_barrier.x; 
     36        nd -= e_barrier.x; 
    3737        nd = step((float4)0.0f, nd); 
    3838 
     
    8484        float4 s3 = tex2Dlod(colors, float4(offset + IN.lb.xy * w, 0, 0)); 
    8585 
    86         //float4 sx = tex2D(colors, IN.c.xy); 
     86        float4 sc = tex2Dlod(colors, float4(IN.c.xy, 0, 0)); 
    8787 
    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; 
    8990        //return float4(w); 
    9091} 
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