mirror of
https://github.com/ReactionQuake3/reaction.git
synced 2024-11-22 04:11:45 +00:00
IOQ3 commit 2343
This commit is contained in:
parent
da8b7ebb9e
commit
f45519a018
2 changed files with 7 additions and 7 deletions
|
@ -731,7 +731,7 @@ static const char *fallbackShadowmaskShader_fp =
|
|||
"\r\n\r\nfloat random( const vec2 p )\r\n{\r\n // We need irrationals for p"
|
||||
"seudo randomness.\r\n // Most (all?) known transcendental numbers will (ge"
|
||||
"nerally) work.\r\n const vec2 r = vec2(\r\n 23.1406926327792690, // e^"
|
||||
"pi (Gelfond's constant)\r\n 2.6651441426902251); // 2^sqrt(2) (Gelfond–"
|
||||
"pi (Gelfond's constant)\r\n 2.6651441426902251); // 2^sqrt(2) (Gelfond-"
|
||||
"Schneider constant)\r\n //return fract( cos( mod( 123456789., 1e-7 + 256. "
|
||||
"* dot(p,r) ) ) );\r\n return mod( 123456789., 1e-7 + 256. * dot(p,r) ); "
|
||||
"\r\n}\r\n\r\nfloat PCF(const sampler2D shadowmap, const vec2 st, const floa"
|
||||
|
@ -798,7 +798,7 @@ static const char *fallbackSsaoShader_fp =
|
|||
"\r\n // We need irrationals for pseudo randomness.\r\n // Most (all?) kno"
|
||||
"wn transcendental numbers will (generally) work.\r\n const vec2 r = vec2("
|
||||
"\r\n 23.1406926327792690, // e^pi (Gelfond's constant)\r\n 2.665144"
|
||||
"1426902251); // 2^sqrt(2) (Gelfond–Schneider constant)\r\n //return fract("
|
||||
"1426902251); // 2^sqrt(2) (Gelfond-Schneider constant)\r\n //return fract("
|
||||
" cos( mod( 123456789., 1e-7 + 256. * dot(p,r) ) ) );\r\n return mod( 12345"
|
||||
"6789., 1e-7 + 256. * dot(p,r) ); \r\n}\r\n\r\nmat2 randomRotation( const v"
|
||||
"ec2 p )\r\n{\r\n\tfloat r = random(p);\r\n\tfloat sinr = sin(r);\r\n\tfloat"
|
||||
|
|
|
@ -368,10 +368,10 @@ void R_CalcTBN2(vec3_t tangent, vec3_t bitangent, vec3_t normal,
|
|||
VectorSubtract(v3, v1, v3v1);
|
||||
|
||||
// The equation presented in the article states that:
|
||||
// c2c1_T = V2.texcoord.x – V1.texcoord.x
|
||||
// c2c1_B = V2.texcoord.y – V1.texcoord.y
|
||||
// c3c1_T = V3.texcoord.x – V1.texcoord.x
|
||||
// c3c1_B = V3.texcoord.y – V1.texcoord.y
|
||||
// c2c1_T = V2.texcoord.x - V1.texcoord.x
|
||||
// c2c1_B = V2.texcoord.y - V1.texcoord.y
|
||||
// c3c1_T = V3.texcoord.x - V1.texcoord.x
|
||||
// c3c1_B = V3.texcoord.y - V1.texcoord.y
|
||||
|
||||
// Calculate c2c1_T and c2c1_B
|
||||
c2c1_T = t2[0] - t1[0];
|
||||
|
@ -1227,7 +1227,7 @@ void R_SetupProjectionZ(viewParms_t *dest)
|
|||
plane2[2] = -DotProduct (dest->or.axis[0], plane);
|
||||
plane2[3] = DotProduct (plane, dest->or.origin) - plane[3];
|
||||
|
||||
// Lengyel, Eric. “Modifying the Projection Matrix to Perform Oblique Near-plane Clipping”.
|
||||
// Lengyel, Eric. "Modifying the Projection Matrix to Perform Oblique Near-plane Clipping".
|
||||
// Terathon Software 3D Graphics Library, 2004. http://www.terathon.com/code/oblique.html
|
||||
q[0] = (SGN(plane2[0]) + dest->projectionMatrix[8]) / dest->projectionMatrix[0];
|
||||
q[1] = (SGN(plane2[1]) + dest->projectionMatrix[9]) / dest->projectionMatrix[5];
|
||||
|
|
Loading…
Reference in a new issue