Timeline for shader coding: calculate screen coordinates of fragment
Current License: CC BY-SA 3.0
4 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Dec 4, 2012 at 14:53 | vote | accept | Jay | ||
| Dec 4, 2012 at 14:52 | comment | added | Jay | Woot! The documentation on wpos is pretty thin. I passed in the inverse of the screen size to the shader to calculate the offset into the texture array like this: float Zs = tex2D( DepthTexture, float2( scr.x * iViewWidth, 1 - ( scr.y * iViewHeight ) ) ); | |
| Dec 3, 2012 at 18:29 | comment | added | Jay | Gah. Of course the profile I'm using is all "to-be-written" | |
| Dec 3, 2012 at 17:44 | history | answered | user1430 | CC BY-SA 3.0 |