- Timestamp:
- 02/12/09 10:15:57 (16 years ago)
- Location:
- GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders
- Files:
-
- 2 edited
Legend:
- Unmodified
- Added
- Removed
-
GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/combineSsaoSep.cg
r3302 r3303 96 96 const float depth = tex2Dlod(colorsTex, float4(IN.texCoord, 0, 0)).w; 97 97 98 OUT.illum_col = tex2Dlod(ssaoTex, float4(IN.texCoord, 0, 0)) .y;98 OUT.illum_col = tex2Dlod(ssaoTex, float4(IN.texCoord, 0, 0)); 99 99 // just take unfiltered convergence in current pixel 100 100 const float convergence = OUT.illum_col.y; … … 104 104 105 105 // filter up to a certain convergance value and leave out background (sky) by checking depth 106 if ( 1)//(convergence < SSAO_CONVERGENCE_THRESHOLD) && (depth < 1e10f))106 if ((convergence < SSAO_CONVERGENCE_THRESHOLD) && (depth < 1e10f)) 107 107 { 108 108 // the filtered ssao value -
GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/ssao.cg
r3291 r3303 246 246 //-- (affects performance for some reason!) 247 247 248 if (convergence < 700)248 if (convergence < SSAO_CONVERGENCE_THRESHOLD) 249 249 { 250 250 float2 mynoise = tex2Dlod(noiseTex, float4(IN.texCoord * 4.0f, 0, 0)).xy;
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