Graphics Reference
In-Depth Information
// check if obstructed
// get source depth
float4
poscs2
=
tex2D
(
Color1SamplerPoint
,
uvoffset
);
// check if source is closer to camera than target
if
(
poscs2
.
z
<
poscs
.
z
)
return
backcolor
;
// blend a bit
return
lerp
(
backcolor
,
color
,
saturate
(1
−
yoffset
d
/3.8));
//
return
backcolor
;
}
technique defaultshader
{
pass p0
{
=
None
;
CullMode
ZEnable
=
false
;
ZWriteEnable
=
false
;
//
StencilEnable
=
true
;
StencilFunc
=
Equal
;
StencilPass
=
Keep
;
StencilFail
=
Keep
;
StencilZFail
=
Keep
;
StencilRef
=2;
// stencil mask is set to 2
//
VertexShader
=
compile vs_3_0 vsmain
() ;
PixelShader
=
compile ps_3_0 psmain
() ;
}
}
Bibliography
[Pelzer 04] Kurt Pelzer. “Rendering Countless Blades of Waving Grass.” In
GPU
Gems
, edited by Randima Fernando, Chapter 7. Upper Saddle River, NJ:
Addison-Wesley, 2004.
[Whatley 05] David Whatley. “Toward Photorealism in Virtual Botany.” In
GPU
Gems 2
, edited by Matt Pharr, Chapter 1. Upper Saddle River, NJ: Addison-
Wesley, 2005.