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#ActualWFP

Posted 28 March 2013 - 03:36 PM

Hm, I'm thinking that possibly in addition or instead of the idea I had earlier, it may actually be that I need to recalculate the view ray for the new texture location:

		// project q and generate projective tex-coords
		float4 projQ = mul(float4(q, 1.0f), gViewToTexSpace);
		projQ.xy /= projQ.w;

		// find nearest depth value along ray from eye to q
		float rz = depthStencilTexture.SampleLevel(samNormalDepth, projQ.xy, 0.0f).r;

		// reconstruct full view space position r = (rx, ry, rz)
		linearDepth = projectionB / (rz - projectionA);
		// this viewRay still points to the originally sampled coordinate
		float3 r = pIn.viewRay * linearDepth;

 

I'll try to figure out a solution for this.  If anyone knows it offhand, that'd be great ;).

 

Thanks!

 

Edit: Update to comment in code sample


#1WFP

Posted 28 March 2013 - 03:36 PM

Hm, I'm thinking that possibly in addition or instead of the idea I had earlier, it may actually be that I need to recalculate the view ray for the new texture location:

		// project q and generate projective tex-coords
		float4 projQ = mul(float4(q, 1.0f), gViewToTexSpace);
		projQ.xy /= projQ.w;

		// find nearest depth value along ray from eye to q
		float rz = depthStencilTexture.SampleLevel(samNormalDepth, projQ.xy, 0.0f).r;

		// reconstruct full view space position r = (rx, ry, rz)
		linearDepth = projectionB / (rz - projectionA);
		// this viewRay still points the originally sampled coordinate
		float3 r = pIn.viewRay * linearDepth;

 

I'll try to figure out a solution for this.  If anyone knows it offhand, that'd be great ;).

 

Thanks!


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