- Timestamp:
- 11/18/08 16:24:29 (16 years ago)
- File:
-
- 1 edited
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GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/mrt.cg
r3126 r3136 69 69 // the normal has to be correctly transformed with the inverse transpose 70 70 OUT.normal = mul(glstate.matrix.invtrans.modelview[0], IN.normal); 71 //OUT.normal = IN.normal; 71 72 72 73 return OUT; … … 94 95 // Transp(Inv(Inv(view))) = Transp(view) 95 96 pix.norm = mul(transpose(viewMatrix), IN.normal).xyz; 97 //pix.norm = IN.normal.xyz; 96 98 // compute eye linear depth 97 99 pix.col.w = length(IN.eyePos.xyz); … … 115 117 // multiply with the inverse transpose of T, we multiple with Transp(Inv(Inv(view))) = Transp(view) 116 118 pix.norm = mul(transpose(viewMatrix), IN.normal).xyz; 119 //pix.norm = IN.normal.xyz; 117 120 // eye space depth 118 121 pix.col.w = length(IN.eyePos.xyz);
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