Hello my friends!
I am trying to implement some kind of this...
http://outerra.blogspot.pt/2012/11/maximizing-depth-buffer-range-and.html
Basically my problem is just changing the depth inside PixelShader.
When I change depth field, nothing happens, and I don't know why...
here is my .fx file:
float4x4 World;
float4x4 View;
float4x4 Projection;
float4x4 WorldInverseTranspose;
float4 AmbientColor;
float4 DiffuseColor = float4(1, 1, 1, 1);
float InvLogFar;
float Radius;
float3 LightDirection = float3(1, 0, 0);
float DiffuseIntensity = 1.0;
float Shininess = 200;
float4 SpecularColor = float4(1, 1, 1, 1);
float SpecularIntensity = 1;
float3 ViewVector = float3(1, 0, 0);
texture ModelTexture;
sampler2D textureSampler = sampler_state {
Texture = (ModelTexture);
MinFilter = Linear;
MagFilter = Linear;
AddressU = Clamp;
AddressV = Clamp;
};
texture ModelTexture2;
sampler2D textureSampler2 = sampler_state {
Texture = (ModelTexture2);
MinFilter = Linear;
MagFilter = Linear;
AddressU = Clamp;
AddressV = Clamp;
};
struct VS_INPUT
{
float4 Position : POSITION;
float4 Normal : NORMAL;
float2 TextureCoordinate : TEXCOORD;
};
struct VS_OUTPUT
{
float4 ClipPosition : POSITION;
float3 Normal : NORMAL;
float4 Position : TEXCOORD0;
float2 TextureCoordinate : TEXCOORD1;
float3 ExactPos : TEXCOORD2;
};
struct PS_OUTPUT {
float4 Color0 : COLOR0;
float Depth : DEPTH;
};
VS_OUTPUT VS_Function(VS_INPUT input)
{
VS_OUTPUT output;
// Change the position vector to be 4 units for proper matrix calculations.
input.Position.w = 1.0f;
// Calculate the position of the vertex against the world, view, and projection matrices.
output.ClipPosition = mul(input.Position, World);
output.ClipPosition = mul(output.ClipPosition, View);
output.ClipPosition = mul(output.ClipPosition, Projection);
output.Normal = normalize(mul(input.Normal, WorldInverseTranspose));
output.TextureCoordinate = input.TextureCoordinate;
output.ExactPos = input.Position;
output.Position = output.ClipPosition;
return output;
}
PS_OUTPUT PS_Function(VS_OUTPUT input)
{
float3 light = normalize(LightDirection);
float3 normal = normalize(input.Normal);
float3 r = normalize(2 * dot(light, normal) * normal - light);
float3 v = normalize(mul(normalize(ViewVector), World));
float dotProduct = dot(r, v);
float4 specular = SpecularIntensity * SpecularColor * max(pow(abs(dotProduct), Shininess), 0);
float4 textureColor = float4(1.0,1.0,1.0,1.0);
if(dotProduct<0.1)
dotProduct = 0.1;
PS_OUTPUT output;
output.Color0 = dotProduct*saturate(textureColor + AmbientColor + specular);
output.Color0.a = 1.0;
output.Depth = input.Position.z / input.Position.w;
output.Depth = log(output.Depth+1)* InvLogFar;
// InvLogFar = 1.0/log(Far + 1.0)
return output;
}
technique Textured
{
pass Pass1
{
VertexShader = compile vs_3_0 VS_Function();
PixelShader = compile ps_3_0 PS_Function();
}
}
Please if you help me, I would be very happy :-)
Also my main goal is to show a path composed by real GPS Captured Points and Satellites, so I need a real world size, thats why I am applying a logarithm function to depth...
PS: I have already implemented in OpenGL and it worked, I don't know why it's not working with XNA...