- Timestamp:
- 09/01/08 18:33:14 (16 years ago)
- File:
-
- 1 edited
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GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/deferred.cg
r2887 r2892 49 49 uniform sampler2D colors, 50 50 uniform sampler2D positions, 51 uniform sampler2D normals 51 uniform sampler2D normals 52 52 ) 53 53 { … … 72 72 return OUT; 73 73 } 74 75 /** The mrt shader for standard rendering 76 */ 77 pixel main_shadow(fragment IN, 78 uniform sampler2D colors, 79 uniform sampler2D positions, 80 uniform sampler2D normals, 81 uniform sampler2D shadowMap, 82 uniform float4x4 shadowMatrix 83 ) 84 { 85 pixel OUT; 86 87 float4 norm = tex2D(normals, IN.texCoord.xy); 88 float4 color = tex2Dlod(colors, float4(IN.texCoord.xy, 0, 0)); 89 float4 position = tex2D(positions, IN.texCoord.xy); 90 91 float4 lightSpacePos = mul(shadowMatrix, position); 92 93 float shadowDepth = tex2D(shadowMap, IN.texCoord.xy); 94 95 // an ambient color term 96 float amb = norm.w; 97 98 float3 normal = normalize(norm.xyz); 99 float4 col = shade(IN, color, position, normal, amb); 100 101 OUT.color = col; 102 103 if (lightSpacePos.z / lightSpacePos.w < shadowDepth) 104 { 105 OUT.color *= 0.1f; 106 } 107 108 //OUT.color = float4(lightSpacePos.z / lightSpacePos.w); 109 //OUT.color = float4(shadowDepth); 110 OUT.color.w = color.w; 111 112 return OUT; 113 }
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