Fix shaders for reverse z
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@@ -64,7 +64,7 @@ void RenderView::Prepare(RenderContext& renderContext)
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void RenderView::PrepareCache(const RenderContext& renderContext, float width, float height, const Float2& temporalAAJitter, const RenderView* mainView)
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{
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// The same format used by the Flax common shaders and postFx materials
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ViewInfo = Float4(1.0f / Projection.M11, 1.0f / Projection.M22, Far / (Far - Near), (-Far * Near) / (Far - Near) / Far);
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ViewInfo = Float4(1.0f / Projection.M11, 1.0f / Projection.M22, Near / (Far - Near), (Far * Near) / (Far - Near) / Far);
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ScreenSize = Float4(width, height, 1.0f / width, 1.0f / height);
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TemporalAAJitter.Z = TemporalAAJitter.X;
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@@ -277,8 +277,8 @@ void DepthOfFieldPass::Render(RenderContext& renderContext, GPUTexture*& frame,
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cbData.BokehTargetSize.Y = static_cast<float>(bokehTargetHeight);
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// TODO: use projection matrix instead of this far and near stuff?
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cbData.ProjectionAB.X = farPlane / (farPlane - nearPlane);
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cbData.ProjectionAB.Y = (-farPlane * nearPlane) / (farPlane - nearPlane);
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cbData.ProjectionAB.X = nearPlane / (farPlane - nearPlane);
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cbData.ProjectionAB.Y = (farPlane * nearPlane) / (farPlane - nearPlane);
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auto cb = shader->GetCB(0);
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context->UpdateCB(cb, &cbData);
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@@ -396,7 +396,7 @@ bool GBufferPass::IsDebugView(ViewMode mode)
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void GBufferPass::SetInputs(const RenderView& view, GBufferData& gBuffer)
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{
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// GBuffer params:
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// ViewInfo : x-1/Projection[0,0] y-1/Projection[1,1] z-(Far / (Far - Near) w-(-Far * Near) / (Far - Near) / Far)
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// ViewInfo : x-1/Projection[0,0] y-1/Projection[1,1] z-(Near / (Far - Near)) w-((Far * Near) / (Far - Near))
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// ScreenSize : x-Width y-Height z-1 / Width w-1 / Height
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// ViewPos,ViewFar : x,y,z - world space view position w-Far
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// InvViewMatrix : inverse view matrix (4 rows by 4 columns)
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