public:t-gede-15-1:lab7
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| Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
| public:t-gede-15-1:lab7 [2015/03/02 18:18] – [Preparation] marino | public:t-gede-15-1:lab7 [2024/04/29 13:33] (current) – external edit 127.0.0.1 | ||
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| Line 13: | Line 13: | ||
| ===== Preparation ===== | ===== Preparation ===== | ||
| - | From previous labs you should already have a '' | + | From previous labs you should already have a '' |
| - | FileSystem=../ | + | FileSystem=../LabFiles/Models |
| - | FileSystem=../ | + | FileSystem=../LabFiles/Materials |
| </ | </ | ||
| Line 98: | Line 98: | ||
| technique { | technique { | ||
| pass { | pass { | ||
| - | fragment_program_ref shader/diffuseFP | + | fragment_program_ref shader/customFP |
| param_named_auto color custom 1 | param_named_auto color custom 1 | ||
| } | } | ||
| Line 292: | Line 292: | ||
| ===== Bonus ===== | ===== Bonus ===== | ||
| <box green 100%> | <box green 100%> | ||
| - | - **Create a render texture** For many post processing and special effects shaders, we will need to capture the current scene from some angle and draw that into a texture. This is done by telling a certain camera to draw the scene from its point of view into a texture | + | - **Create a render texture** For many post processing and special effects shaders, we will need to capture the current scene from some angle and draw that into a texture. This is done by telling a certain camera to draw the scene from its point of view into a texture |
| - **Create a variable in MyApplication.h: | - **Create a variable in MyApplication.h: | ||
| - **Create a member function** that assigns a camera to the render texture and initializes it. This function must accept a '' | - **Create a member function** that assigns a camera to the render texture and initializes it. This function must accept a '' | ||
| Line 408: | Line 408: | ||
| float2 screenUV; | float2 screenUV; | ||
| | | ||
| - | // Since the vertex shader | + | // Since the vertex shader |
| // we have to do so explicitly here our selves to get the viewport coordinates. | // we have to do so explicitly here our selves to get the viewport coordinates. | ||
| screenUV = float2(p_in.uvPos.x, | screenUV = float2(p_in.uvPos.x, | ||
/var/www/cadia.ru.is/wiki/data/attic/public/t-gede-15-1/lab7.1425320286.txt.gz · Last modified: 2024/04/29 13:32 (external edit)