- Timestamp:
- 02/12/09 10:39:53 (15 years ago)
- File:
-
- 1 edited
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GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/combineSsao.cg
r3301 r3304 145 145 // filter up to a certain convergance value and leave out background (sky) by checking depth 146 146 if (//(convergence < SSAO_CONVERGENCE_THRESHOLD) && 147 (col.w < 1e10f))147 (col.w < DEPTH_THRESHOLD)) 148 148 { 149 149 const float distanceScale = 1.0f; … … 159 159 160 160 // just apply ssao if we are not in the sky 161 if (col.w < 1e10f) 161 if (col.w < DEPTH_THRESHOLD) 162 { 162 163 OUT.illum_col.xyz = col.xyz * max(2e-2f, 1.0f - ao.x); 163 164 //OUT.illum_col.xyz = col.xyz * ao.x; 165 } 164 166 else 167 { 165 168 OUT.illum_col.xyz = col.xyz; 166 169 } 167 170 168 171 //OUT.illum_col.xyz = float3(abs(ao.y * 1e2f), abs(ao.z * 1e2f), abs(ao.w * 1e2f)); … … 214 217 // filter up to a certain convergance value and leave out background (sky) by checking depth 215 218 if ((convergence < SSAO_CONVERGENCE_THRESHOLD) && 216 (col.w < 1e10f))219 (col.w < DEPTH_THRESHOLD)) 217 220 { 218 221 const float distanceScale = 1.0f; … … 229 232 230 233 // just apply ssao if we are not in the sky 231 if (col.w < 1e10f)234 if (col.w < DEPTH_THRESHOLD) 232 235 { 233 236 OUT.illum_col.xyz = col.xyz * max(2e-2f, 1.0f - ao.x);
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