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help!After depth bias how to route vertex position to pixel shader
Color Depth / GameDev.net / 5/11/14
You know,In pixel shader,I need the vertex's z postion after depth biasing,because I need to campare the value of shadow map with the corresponding vertex distance to the lightsource. ... vNormal : TEXCOORD2, float4 vPosLight : TEXCOORD3 ) : COLOR { float4 Diffuse; // vLight is the unit vector from the light to this pixel float3 vLight = normalize( float3( vPos - g_vLightPos ) ); // Compute diffuse from the light if( dot( vLight, g_vLightDir ) > g_fCosTheta ) // Light must face the pixel (within Theta) { // Pixel is in lit area.


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