Ignore:
Timestamp:
11/20/08 10:12:28 (16 years ago)
Author:
mattausch
Message:

normal mapping hack not working yet. found problems with ssao if the geometry is not tesselated enough (especially with smoothed
normals: one can see the underlying tesselation!

File:
1 edited

Legend:

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

    r3137 r3146  
    4949        const float ne = nd.x * nd.y *nd.z * nd.w * weights.x; 
    5050 
    51 #if 1 
     51 
    5252        //////////// 
    5353        // depth filter => compute gradient difference 
     
    6565        for (int i = 0; i < 4; ++ i) 
    6666        { 
    67                 dd[i] = float4(depthVals[i * 2] + depthVals[i * 2 + 1]); 
     67                dd[i] = depthVals[i * 2] + depthVals[i * 2 + 1]; 
    6868        } 
    6969 
     
    8989        float4 s2 = tex2Dlod(colors, float4(width + rt * w, 0, 0)); 
    9090        float4 s3 = tex2Dlod(colors, float4(width + lb * w, 0, 0)); 
    91 #endif 
     91 
    9292 
    9393        //float4 col = (s0 + s1 + s2 + s3 + centerColor) * 0.2f; 
     
    9696        //float4 col = float4(de.x, de.x, de.x, 0); 
    9797        //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); 
    99100        // push through the current depth 
    100101        col.w = centerDepth.x; 
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