Ignore:
Timestamp:
01/18/09 02:25:26 (15 years ago)
Author:
mattausch
Message:
 
File:
1 edited

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

    r3230 r3284  
    8989        for (int i = 0; i < NUM_PCF_TABS; ++ i)  
    9090        { 
    91                 const float2 offset = samples[i]; 
     91                float2 offset; 
    9292                const float w = weights[i]; 
    9393 
     
    9696                //-- add random noise: reflect around random normal vector (warning: slow!) 
    9797 
    98                 float2 mynoise = tex2D(noiseTexture, IN.texCoord).xy; 
    99                 const float2 offsetTransformed = myreflect(offset, mynoise); 
     98                float2 mynoise = tex2D(noiseTexture, IN.texCoord * 4.0f).xy; 
     99                //offset = myreflect(samples[i], mynoise); 
     100                offset = myrotate(samples[i], mynoise.x); 
    100101#else 
    101                 const float2 offsetTransformed = offset; 
     102                offset = samples[i]; 
    102103#endif 
    103104                // weight with projected coordinate to reach similar kernel size for near and far 
    104                 float2 texcoord = lightSpacePos + offsetTransformed * scale; 
     105                float2 texcoord = lightSpacePos + offset * scale; 
    105106 
    106107                float shadowDepth = tex2D(shadowMap, texcoord).x; 
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