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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/globillum.cg

    r2887 r2891  
    2929 
    3030 
    31 float2 reflect(float2 pt, float2 n) 
     31float2 myreflect(float2 pt, float2 n) 
    3232{ 
    3333        // distance to plane 
     
    6767        for (int i = 0; i < NUM_SAMPLES; i ++)  
    6868        { 
    69                 float2 offset = samples[i]; 
     69                //float2 offset = samples[i]; 
     70                float3 offset = float3(samples[i], 0); 
    7071 
    7172                //sample noisetex; r stores costheta, g stores sintheta 
    72                 //float2 mynoise = tex2D(noiseTexture, IN.texCoord.xy * noiseMultiplier).xy * 2.0f - 1.0f; 
    73                 float2 mynoise = tex2D(noiseTexture, IN.texCoord.xy * noiseMultiplier).xy; 
     73                //float2 mynoise = tex2D(noiseTexture, IN.texCoord.xy * noiseMultiplier).xy; 
     74                float3 mynoise = float3(tex2D(noiseTexture, IN.texCoord.xy * noiseMultiplier).xy, 0); 
    7475 
    7576                // rotation 
     
    133134        // expand normal 
    134135        float3 normal = normalize(norm.xyz); 
     136 
    135137        /// the current view direction 
    136         float3 viewDir = normalize(IN.view * 2.0f - float3(1.0f)); 
     138        float3 viewDir;// = normalize(IN.view); 
    137139 
    138140        // the current world position 
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