Make Oriel shader clearer
This commit is contained in:
parent
ebf298a559
commit
5926c0aba8
1 changed files with 9 additions and 16 deletions
|
@ -269,26 +269,19 @@ psOut ps(psIn input) {
|
||||||
// }
|
// }
|
||||||
|
|
||||||
if(sdBox(pos - _center, _dimensions / 2) <= 0.005) {
|
if(sdBox(pos - _center, _dimensions / 2) <= 0.005) {
|
||||||
// float4x4 worldToClipMatrix = sk_view[input.view_id];
|
//float4 clipPos = mul(float4(pos, 1), sk_viewproj[input.view_id]);
|
||||||
|
o.pos = mul(float4(o.world, 1), sk_viewproj[o.view_id]);
|
||||||
|
result.depth = clipPos.z;
|
||||||
|
|
||||||
// float4 clipPos = mul(float4(pos, 1), sk_viewproj[input.view_id]);
|
// float4 viewWorldPos = mul(float4(pos, 1), sk_view[input.view_id]);
|
||||||
|
|
||||||
// result.depth = clipPos.z/clipPos.w;
|
// float near = 0.05;
|
||||||
|
// float far = 100;
|
||||||
|
|
||||||
float4 viewWorldPos = mul(float4(pos, 1), sk_view[input.view_id]);
|
// float a = (far+near)/(far-near);
|
||||||
|
// float b = 2.0*far*near/(far-near);
|
||||||
|
// result.depth = a + b/viewWorldPos.z;
|
||||||
|
|
||||||
float near = 0.05;
|
|
||||||
float far = 100;
|
|
||||||
|
|
||||||
float a = (far+near)/(far-near);
|
|
||||||
float b = 2.0*far*near/(far-near);
|
|
||||||
result.depth = a + b/viewWorldPos.z;
|
|
||||||
|
|
||||||
// result.depth = clipPos.z;
|
|
||||||
|
|
||||||
// float4 properPos = normalize(input.pos)*(1/t);
|
|
||||||
// float4 properPos = input.pos;
|
|
||||||
// result.depth = properPos.z;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Add table
Reference in a new issue