- Timestamp:
- 11/25/08 18:58:47 (16 years ago)
- File:
-
- 1 edited
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GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/normalMapping.cg
r3163 r3168 124 124 // as it is the inverse of a rotation matrix 125 125 float3x3 tangToWorldTrafo = transpose(float3x3(tangent, bitangent, normal)); 126 //float3x3 tangToWorldTrafo = transpose(float3x3(bitangent, tangent, normal)); 127 //float3x3 tangToWorldTrafo = transpose(float3x3(tangent, normal, bitangent)); 128 //float3x3 tangToWorldTrafo = transpose(float3x3(normal, bitangent, tangent)); 129 //float3x3 tangToWorldTrafo = transpose(float3x3(normal, tangent, bitangent)); 130 126 131 127 const float3 tangentSpaceNorm = tex2Dlod(normalMap, float4(IN.texCoord.xy, 0, 0)).xyz * 2.0f - float3(1.0f); 132 //const float3 tangentSpaceNorm = float3(0, 1, 0);133 //const float3 tangentSpaceNorm = float3(0, 0, 1);134 128 135 129 pix.normal = normalize(mul(tangToWorldTrafo, tangentSpaceNorm)); 136 //pix.normal = normalize(tangentSpaceNorm); 137 //pix.color.xyz = float3(abs(dot(tangent.xyz, normal.xyz))); 138 //pix.color.xyz = float3(abs(dot(bitangent.xyz, tangent.xyz))); 139 //pix.color.xyz = float3(abs(dot(normalize(IN.normal.xyz), normalize(IN.tangent.xyz)))); 140 //pix.color.xyz = float3(abs(dot(IN.normal.xyz, IN.tangent.xyz))); 141 //pix.color.xyz = normal.xyz; 142 //pix.color.xyz = IN.tangent.xyz; 143 //pix.color.xyz = float3(IN.texCoord.x,0,0); 144 //pix.color.xyz = float3(0,IN.texCoord.y,0); 145 130 146 131 return pix; 147 132 }
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