Various fixes and improvements for large worlds rendering

This commit is contained in:
Wojtek Figat
2022-06-28 20:26:01 +02:00
parent b1640515c4
commit 27d266546e
18 changed files with 80 additions and 70 deletions

View File

@@ -238,9 +238,9 @@ float4 PS_Debug(Quad_VS2PS input) : SV_Target
float zSlice = 0.6f;
float mip = 0;
uint cascade = 0;
float distance01 = GlobalSDFTex[cascade].SampleLevel(SamplerLinearClamp, float3(input.TexCoord, zSlice), mip).x;
//float distance01 = GlobalSDFTex[cascade].SampleLevel(SamplerLinearClamp, float3((input.TexCoord.x + cascade) / (float)GlobalSDF.CascadesCount, input.TexCoord.y, zSlice), mip).x;
//float distance01 = GlobalSDFMip[cascade].SampleLevel(SamplerLinearClamp, float3(input.TexCoord, zSlice), mip).x;
float distance01 = GlobalSDFTex.SampleLevel(SamplerLinearClamp, float3(input.TexCoord, zSlice), mip).x;
//float distance01 = GlobalSDFTex.SampleLevel(SamplerLinearClamp, float3((input.TexCoord.x + cascade) / (float)GlobalSDF.CascadesCount, input.TexCoord.y, zSlice), mip).x;
//float distance01 = GlobalSDFMip.SampleLevel(SamplerLinearClamp, float3(input.TexCoord, zSlice), mip).x;
float distance = distance01 * GlobalSDF.CascadePosDistance[cascade].w;
if (abs(distance) < 1)
return float4(1, 0, 0, 1);