- 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/globillum.cg
r2891 r2892 13 13 float3 view: COLOR0; 14 14 }; 15 16 15 17 16 … … 67 66 for (int i = 0; i < NUM_SAMPLES; i ++) 68 67 { 69 //float2 offset = samples[i];70 float3 offset = float3(samples[i], 0);68 float2 offset = samples[i]; 69 //float3 offset = float3(samples[i], 0); 71 70 72 71 //sample noisetex; r stores costheta, g stores sintheta 73 //float2 mynoise = tex2D(noiseTexture, IN.texCoord.xy * noiseMultiplier).xy;74 float3 mynoise = float3(tex2D(noiseTexture, IN.texCoord.xy * noiseMultiplier).xy, 0);75 76 // r otation77 float2 offsetTransformed = reflect(offset, mynoise);72 float2 mynoise = tex2D(noiseTexture, IN.texCoord.xy * noiseMultiplier).xy; 73 //float3 mynoise = float3(tex2D(noiseTexture, IN.texCoord.xy * noiseMultiplier).xy, 0); 74 75 // reflect sampling using the noise texture 76 float2 offsetTransformed = myreflect(offset, mynoise); 78 77 79 78 // weight with projected coordinate to reach similar kernel size for near and far
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