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Timestamp:
11/21/08 09:19:15 (16 years ago)
Author:
mattausch
Message:
 
File:
1 edited

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

    r3146 r3152  
    160160        // as it is the inverse of a rotation matrix  
    161161        float3x3 tangToWorldTrafo = transpose(float3x3(IN.tangent.xyz, IN.bitangent.xyz, IN.normal.xyz)); 
    162         const float3 tangentSpaceNorm = tex2Dlod(normalMap, float4(IN.texCoord.xy, 0, 0)).xyz; 
     162        const float3 tangentSpaceNorm = normalize(tex2Dlod(normalMap, float4(IN.texCoord.xy, 0, 0)).xyz); 
     163        //const float3 tangentSpaceNorm = tex2D(normalMap, IN.texCoord.xy).xyz; 
     164 
    163165        pix.normal = mul(tangToWorldTrafo, tangentSpaceNorm); 
    164         pix.normal = tangentSpaceNorm; 
     166        //pix.color.xyz = tangentSpaceNorm; 
     167 
    165168        return pix; 
    166169} 
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