- Timestamp:
- 10/31/08 17:41:53 (16 years ago)
- File:
-
- 1 edited
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GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/ssao.cg
r3085 r3086 61 61 } 62 62 63 #pragma position_invariant temporalSmoothing 63 64 64 65 /** This shader computes the reprojection and stores reprojected color / depth values … … 107 108 float3 viewVec = Interpol(oldTexCoords, oldbl, oldbr, oldtl, oldtr); 108 109 //float3 oldSamplePos = -viewVec * eyeSpaceDepth + oldEyePos; 109 float3 oldSamplePos = oldEyePos - viewVec * oldCol.z; 110 float3 oldSamplePos = - viewVec * oldCol.z; 111 oldSamplePos += oldEyePos; 110 112 111 113 //const float oldDepth = oldCol.z; … … 303 305 OUT.illum_col = temporalSmoothing(projPos, worldPos, currentDepth, oldTex, oldModelViewProj, temporalCoherence, ao, 304 306 samples, colors, noiseTex, w, bl, br, tl, tr, IN.texCoord, eyePos, eyeDepth, 305 oldEyePos, oldbl, oldbr, oldtl, oldtr);307 oldEyePos, oldbl, oldbr, oldtl, oldtr); 306 308 307 309 return OUT;
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