- Timestamp:
- 04/14/09 08:59:19 (15 years ago)
- File:
-
- 1 edited
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GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/deferred.cg
r3349 r3350 24 24 uniform float4 color, 25 25 uniform float3 normal, 26 float3 lightDir) 26 float3 lightDir, 27 float4 ao) 27 28 { 28 29 // diffuse intensity … … 44 45 else 45 46 { 46 outColor = (ambient + diffuse) * color; 47 outColor = (ambient * ao + diffuse) * color; 48 //outColor = ambient + diffuse * color; 47 49 } 48 50 … … 57 59 uniform sampler2D colors, 58 60 uniform sampler2D normals, 59 uniform float3 lightDir 61 uniform float3 lightDir, 62 uniform sampler2D aoTex 60 63 ) 61 64 { … … 64 67 float4 norm = tex2D(normals, IN.texCoord); 65 68 float4 color = tex2Dlod(colors, float4(IN.texCoord, 0, 0)); 69 float4 ao = tex2Dlod(aoTex, float4(IN.texCoord, 0, 0)); 66 70 67 71 float3 normal = normalize(norm.xyz); 68 float4 col = shade(IN, color, normal, lightDir );72 float4 col = shade(IN, color, normal, lightDir, ao); 69 73 70 74 OUT.color = col; 71 // store scaled view vector so wie don't have to normalize for e.g., ssao75 // store scaled view vector so wie don't have to normalize for later 72 76 //OUT.color.w = color.w / length(IN.view); 73 77 OUT.color.w = color.w; … … 172 176 173 177 float shadowTerm = CalcShadowTerm(IN, shadowMap, sampleWidth, 174 lightSpacePos.xy, lightSpacePos.z, samples, weights, noiseTex); 178 lightSpacePos.xy, lightSpacePos.z, samples, 179 weights, noiseTex); 175 180 diffuse *= shadowTerm; 176 181 }
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