Ignore:
Timestamp:
11/25/08 18:58:47 (16 years ago)
Author:
mattausch
Message:

removed bug (second aa output), normsl normalization now during mrt output

File:
1 edited

Legend:

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

    r3163 r3168  
    124124        // as it is the inverse of a rotation matrix  
    125125        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         
    131127        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); 
    134128         
    135129        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                 
    146131        return pix; 
    147132} 
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