- Timestamp:
- 11/20/08 10:12:28 (16 years ago)
- File:
-
- 1 edited
Legend:
- Unmodified
- Added
- Removed
-
GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/antialiasing.cg
r3137 r3146 49 49 const float ne = nd.x * nd.y *nd.z * nd.w * weights.x; 50 50 51 #if 1 51 52 52 //////////// 53 53 // depth filter => compute gradient difference … … 65 65 for (int i = 0; i < 4; ++ i) 66 66 { 67 dd[i] = float4(depthVals[i * 2] + depthVals[i * 2 + 1]);67 dd[i] = depthVals[i * 2] + depthVals[i * 2 + 1]; 68 68 } 69 69 … … 89 89 float4 s2 = tex2Dlod(colors, float4(width + rt * w, 0, 0)); 90 90 float4 s3 = tex2Dlod(colors, float4(width + lb * w, 0, 0)); 91 #endif 91 92 92 93 93 //float4 col = (s0 + s1 + s2 + s3 + centerColor) * 0.2f; … … 96 96 //float4 col = float4(de.x, de.x, de.x, 0); 97 97 //float4 col = float4(w, w, w, 0); 98 //float4 col = centerColor; 98 //float4 col = float4(centerNormal * 0.5f + float3(0.5f), 0); 99 //float4 col = float4(centerNormal, 0); 99 100 // push through the current depth 100 101 col.w = centerDepth.x;
Note: See TracChangeset
for help on using the changeset viewer.