Navmesh/paths rendering depth bias, navmesh points and portals now selectable

This commit is contained in:
dexyfex
2018-03-12 04:42:20 +11:00
Unverified
parent 07330891bf
commit 761278fd0b
15 changed files with 448 additions and 139 deletions
Binary file not shown.
+1
View File
@@ -35,6 +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...
output.Position = cpos;
output.Colour = ((float4)1) * LightColour.a; //apply intensity
Binary file not shown.
+1
View File
@@ -36,6 +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...
output.Position = cpos;
output.Colour.rgb = col.rgb * LightColour.a; //apply intensity
output.Colour.a = col.a;
Binary file not shown.
+1
View File
@@ -28,6 +28,7 @@ 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;
output.Colour.rgb = col.rgb * LightColour.a; //apply intensity
output.Colour.a = col.a;