Finxed rendering issues due to reversed depth

This commit is contained in:
dexy
2019-12-01 20:47:16 +11:00
Unverified
parent 442d623302
commit 755477590d
7 changed files with 6 additions and 6 deletions
+1 -1
View File
@@ -35,7 +35,7 @@ VS_OUTPUT main(VS_INPUT input, uint iid : SV_InstanceID)
float3 ipos = input.Position.xyz * 0.25f;
float3 opos = ipos + npos - CameraPos.xyz;
float4 cpos = mul(float4(opos, 1), ViewProj);
cpos.z -= 0.01; //bias paths depth slightly to bring it in front of normal geometry...
cpos.z *= 1.01; //bias paths depth slightly to bring it in front of normal geometry...
output.Position = cpos;
output.Colour = ((float4)1) * LightColour.a; //apply intensity
+1 -1
View File
@@ -36,7 +36,7 @@ VS_OUTPUT main(uint id : SV_VertexID)
float3 opos = pos - CameraPos.xyz;
float4 cpos = mul(float4(opos, 1), ViewProj);
cpos.z -= 0.01; //bias paths depth slightly to bring it in front of normal geometry...
cpos.z *= 1.01; //bias paths depth slightly to bring it in front of normal geometry...
output.Position = cpos;
output.Colour.rgb = col.rgb * LightColour.a; //apply intensity
output.Colour.a = col.a;
+2 -2
View File
@@ -28,8 +28,8 @@ VS_OUTPUT main(VS_INPUT input)
float3 opos = pos - CameraPos.xyz;
float4 cpos = mul(float4(opos, 1), ViewProj);
cpos.z -= 0.01; //bias paths depth slightly to bring it in front of normal geometry...
output.Position = cpos;
cpos.z *= 1.01; //bias paths depth slightly to bring it in front of normal geometry...
output.Position = cpos;
output.Colour.rgb = col.rgb * LightColour.a; //apply intensity
output.Colour.a = col.a;