- Timestamp:
- 02/13/09 11:49:44 (15 years ago)
- File:
-
- 1 edited
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GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/ssao.cg
r3307 r3309 142 142 float validSamples = .0f; 143 143 144 for (int i = 0; i < NUM_ SAMPLES; ++ i)144 for (int i = 0; i < NUM_PRECOMPUTED_SAMPLES; ++ i) 145 145 { 146 146 const float2 offset = samples[i]; … … 220 220 sampler2D colors, 221 221 sampler2D noiseTex, 222 float2 samples[NUM_ SAMPLES],222 float2 samples[NUM_PRECOMPUTED_SAMPLES], 223 223 float3 normal, 224 224 float3 centerPosition, … … 231 231 float convergence, 232 232 float sampleIntensity, 233 bool isMovingObject 233 bool isMovingObject, 234 int idx 234 235 ) 235 236 { … … 237 238 float validSamples = .0f; 238 239 float numSamples = .0f; 239 240 240 241 for (int i = 0; i < NUM_SAMPLES; ++ i) 241 242 { … … 250 251 float2 mynoise = tex2Dlod(noiseTex, float4(IN.texCoord * 4.0f, 0, 0)).xy; 251 252 //offset = myreflect(samples[i], mynoise); 252 offset = myrotate(samples[i + (int)convergence], mynoise.x);253 offset = myrotate(samples[i + idx], mynoise.x); 253 254 } 254 255 else 255 256 { 256 offset = samples[i ];257 offset = samples[i + idx]; 257 258 } 258 259 … … 334 335 uniform sampler2D normals, 335 336 uniform sampler2D noiseTex, 336 uniform float2 samples[NUM_ SAMPLES],337 uniform float2 samples[NUM_PRECOMPUTED_SAMPLES], 337 338 uniform sampler2D oldTex, 338 339 uniform float4x4 modelViewProj, … … 394 395 395 396 float usedWeight = min(temporalCoherence, abs(oldWeight)); 397 int idx = (int)oldWeight % (int)temporalCoherence; 396 398 397 399 float3 ao; … … 400 402 if (eyeSpaceDepth < DEPTH_THRESHOLD) 401 403 { 402 ao = ssao(IN, colors, noiseTex, samples, normal, eyeSpacePos.xyz, scaleFactor, bl, br, tl, tr, normalize(viewDir), usedWeight, sampleIntensity, isMovingObject );404 ao = ssao(IN, colors, noiseTex, samples, normal, eyeSpacePos.xyz, scaleFactor, bl, br, tl, tr, normalize(viewDir), usedWeight, sampleIntensity, isMovingObject, idx); 403 405 //ao = ssao2(IN, colors, noiseTex, samples, normal, eyeSpacePos.xyz, scaleFactor, bl, br, tl, tr, normalize(viewDir), normals, sampleIntensity); 404 406 }
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