- 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/ssao.cg
r2891 r2892 56 56 for (int i = 0; i < NUM_SAMPLES; ++ i) 57 57 { 58 //const float2 offset = samples[i];59 const float3 offset = float3(samples[i], 0);58 const float2 offset = samples[i]; 59 //const float3 offset = float3(samples[i], 0); 60 60 61 61 //////////////////// … … 63 63 64 64 //const float2 mynoise = tex2D(noiseTexture, IN.texCoord.xy * noiseMultiplier).xy * 2.0f - 1.0f; 65 //float2 mynoise = tex2D(noiseTexture, IN.texCoord.xy * noiseMultiplier).xy;66 float3 mynoise = float3(tex2D(noiseTexture, IN.texCoord.xy * noiseMultiplier).xy,0);65 float2 mynoise = tex2D(noiseTexture, IN.texCoord.xy * noiseMultiplier).xy; 66 //float3 mynoise = float3(tex2D(noiseTexture, IN.texCoord.xy * noiseMultiplier).xy,0); 67 67 68 const float2 offsetTransformed = reflect(offset, mynoise);68 const float2 offsetTransformed = myreflect(offset, mynoise); 69 69 70 70 // weight with projected coordinate to reach similar kernel size for near and far
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