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Diff Revisions 330 vs 331 for /trunk/assets/shaders/GLSL/instanceCull.glsl

Diff revisions: vs.
  @@ -105,7 +105,8 @@
105 105
106 106 /* now we calculate the bounding rectangle size in viewport coordinates */
107 107 /* now we calculate the texture LOD used for lookup in the depth buffer texture */
108 - float LOD = ceil(log2(max((BoundingRect[1].x - BoundingRect[0].x) * dvd_ViewPort.y, (BoundingRect[1].y - BoundingRect[0].y) * dvd_ViewPort.z) / 2.0));
108 + float LOD = ceil(log2(max((BoundingRect[1].x - BoundingRect[0].x) * dvd_ViewPort.y,
109 + (BoundingRect[1].y - BoundingRect[0].y) * dvd_ViewPort.z) / 2.0));
109 110
110 111 /* finally fetch the depth texture using explicit LOD lookups */
111 112 /* if the instance depth is bigger than the depth in the texture discard the instance */
  @@ -123,7 +124,9 @@
123 124 OrigData1 = instanceData2;
124 125 OrigData2 = gl_InstanceID;
125 126 //objectVisible = CullRoutine(OrigData.xyz);
126 - objectVisible = cullType > 0 ? (cullType > 1 ? HiZOcclusionCull(OrigData0.xyz) : InstanceCloudReduction(OrigData0.xyz)) : PassThrough(OrigData0.xyz);
127 + objectVisible = cullType > 0 ? (cullType > 1 ? HiZOcclusionCull(OrigData0.xyz) :
128 + InstanceCloudReduction(OrigData0.xyz)) :
129 + PassThrough(OrigData0.xyz);
127 130 }
128 131
129 132 -- Geometry