Make Oriel shader clearer

This commit is contained in:
Nova 2021-12-08 14:57:37 -06:00
parent ebf298a559
commit 5926c0aba8

View file

@ -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;
} }
} }