- Timestamp:
- 09/04/08 12:55:36 (16 years ago)
- File:
-
- 1 edited
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GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/ssao3d.cg
r2901 r2902 59 59 for (int i = 0; i < NUM_SAMPLES; ++ i) 60 60 { 61 const float3 offset = samples[i] * AREA_SIZE;61 const float3 offset = samples[i]; 62 62 63 63 //////////////////// 64 64 // add random noise: r stores costheta, g stores sintheta 65 65 66 float3 mynoise = (float3)tex2D(noiseTexture, IN.texCoord.xy * noiseMultiplier);67 const float3 offsetTransformed = reflect(offset, mynoise);68 //const float3 offsetTransformed = offset;66 float3 mynoise = (float3)tex2D(noiseTexture, IN.texCoord.xy);// * noiseMultiplier); 67 //const float3 offsetTransformed = myreflect(offset, mynoise) * AREA_SIZE; 68 const float3 offsetTransformed = offset * AREA_SIZE; 69 69 70 70 // compute position
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