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DX11 - Position Maps + Depth Maps


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#1 Migi0027   Crossbones+   -  Reputation: 2111

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Posted 01 July 2013 - 01:51 PM

Hi guys,

 

how can you, in the most correct way, map normals and position to a texture, I'm guessing like this, but I think I'm wrong:

 

PS. Is depth maps the same as position maps?

VS:

output.NormalW = mul(normal, worldMatrix);
output.depthPosition = output.position;

PS:
 
float depth = (input.depthPosition.w / 1000.0f);
output.Depth = float4(depth, depth, depth, 1);

output.Normals = float4(input.NormalW, 1);

float depth = (input.depthPosition.w / 1000.0f);
output.Depth = float4(depth, depth, depth, 1);

 

When I mean, 'the correct way', I mean so that this texture can be used in e.g: 

 

Game Dev's own: http://www.gamedev.net/page/resources/_/technical/graphics-programming-and-theory/a-simple-and-practical-approach-to-ssao-r2753

 

Thanks!


Edited by Migi0027, 02 July 2013 - 11:51 AM.

Hi! Cuboid Zone
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#2 Migi0027   Crossbones+   -  Reputation: 2111

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Posted 03 July 2013 - 02:28 PM

I'm sure you all know, but you're awfully quiet, again. 

 

Am I doing something really stupid here? huh.png


Hi! Cuboid Zone
The Rule: Be polite, be professional, but have a plan to steal all their shaders!

#3 imoogiBG   Members   -  Reputation: 1245

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Posted 04 July 2013 - 09:03 AM

output.NormalW = mul(float4(normal.xyz, 0.f), worldMatrix);

 

float depth = input.depthPosition.z / input.depthPosition.w;



#4 Styves   Members   -  Reputation: 1073

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Posted 09 July 2013 - 12:05 PM

Better to output depth linearly for better precision distribution.

 

float depth = input.depthPosition.w * inverseFarPlaneDistance;






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