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Timestamp:
10/06/08 17:39:30 (16 years ago)
Author:
mattausch
Message:
 
File:
1 edited

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  • GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/mrt.cg

    r3005 r3009  
    3838{ 
    3939        float4 col: COLOR0; 
    40         //float4 pos: COLOR1; 
    41         float3 pos: COLOR1; 
    42         float4 norm: COLOR2; 
     40        float4 norm: COLOR1; 
     41        float3 pos: COLOR2; 
    4342}; 
    4443 
     
    113112        pix.col.w = length(eyePos - IN.worldPos.xyz) * maxDepth / magView; 
    114113 
    115 #if 1 
     114#if 0 
    116115        // save world position in second render target 
    117116        pix.pos = IN.worldPos.xyz * maxDepth; 
     
    145144        //pix.col.w = glstate.material.emission.x; 
    146145         
    147         // compute eye linear depth 
     146        // compute eye linear depth and scale with lenght to avoid sqr root in pixel shader 
    148147        float2 screenCoord = projPos.xy * 0.5f + 0.5f; 
    149148        const float magView = length(Interpol(screenCoord, bl, br, tl, tr)); 
    150149        pix.col.w = length(eyePos - IN.worldPos.xyz) * maxDepth / magView; 
    151150 
    152 #if 1 
     151#if 0 
    153152        pix.pos = IN.worldPos.xyz * maxDepth; 
    154153#endif 
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