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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