- Timestamp:
- 11/05/08 10:49:35 (16 years ago)
- Location:
- GTP/trunk/App/Demos/Vis/FriendlyCulling
- Files:
-
- 3 edited
Legend:
- Unmodified
- Added
- Removed
-
GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/deferred.cg
r3097 r3098 71 71 float4 col = shade(IN, color, normal, lightDir); 72 72 73 OUT.color = col; 73 //OUT.color = col; 74 OUT.color.xyz = normal * 0.5f + 0.5f; 74 75 75 76 // store scaled view vector so wie don't have to normalize for e.g., ssao 76 77 OUT.color.w = color.w / length(IN.view); 77 //OUT.color.w = color.w; 78 78 79 79 return OUT; 80 80 } -
GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/ssao.cg
r3097 r3098 295 295 total_ao += cosAngle * aoContrib * viewCorrection; 296 296 #else 297 total_ao += cosAngle * intensity;297 total_ao += cosAngle * aoContrib; 298 298 #endif 299 299 } -
GTP/trunk/App/Demos/Vis/FriendlyCulling/toto.txt
r3091 r3098 76 76 to compare the depth of the current pixel, but the depth of the 77 77 samples taken for ao 78 79 80 idea for incorporation of dynamic objects:81 82 store object id with render target83 for each object we know the trafo84 when doing the back projection =>85 as usual:86 transform current pixel back to world space87 find pixel from last frame using the inverse model view trafo88 89 now apply the transformation from the current frame on the pixel =>90 do the equality comparison91
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