- Timestamp:
- 11/30/08 20:41:23 (16 years ago)
- File:
-
- 1 edited
Legend:
- Unmodified
- Added
- Removed
-
GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/treeanimation.cg
r3168 r3198 103 103 // hack: no translational component anyway 104 104 OUT.oldWorldPos = oldOffs; 105 //OUT.oldWorldPos = float4(1e20f, 1e20f, 1e20f, oldOffs.w); 105 106 OUT.worldPos = offs; 106 107 107 108 return OUT; 108 109 } 110 111 /* 112 113 pixel fragtex(fragin IN, 114 uniform sampler2D tex: TEXUNIT0, 115 uniform float4x4 viewMatrix 116 ) 117 { 118 float4 texColor = tex2D(tex, IN.texCoord.xy); 119 120 // account for alpha blending 121 if (texColor.w < 0.5f) discard; 122 123 pixel pix; 124 125 // save color in first render target 126 // hack: use combination of emmisive + diffuse (emmisive used as constant ambient term) 127 pix.col = (glstate.material.emission + glstate.material.diffuse) * texColor; 128 // save world space normal in rt => transform back into world space by 129 // multiplying with inverse view. since transforming normal with T means to 130 // multiply with the inverse transpose of T, we multiple with 131 // Transp(Inv(Inv(view))) = Transp(view) 132 pix.norm = normalize(mul(transpose(viewMatrix), IN.normal).xyz); 133 //pix.norm = IN.normal.xyz; 134 // compute eye linear depth 135 pix.col.w = 1e20f;//length(IN.eyePos.xyz); 136 137 // the scene entity id 138 //pix.id = glstate.fog.color.xyz; 139 // the offset to the world pos from old frame 140 pix.offsVec = IN.oldWorldPos.xyz - IN.worldPos.xyz; 141 142 return pix; 143 }*/
Note: See TracChangeset
for help on using the changeset viewer.