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float z1 = DecodeLogarithmicDepth(d1, VBufferDepthEncodingParams); |
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// The sampler will clamp to edge. |
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// TODO: adjust the texture coordinate and take a single HW trlinear sample. |
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float4 L0 = SAMPLE_TEXTURE3D_LOD(VBufferLighting, linearClampSampler, float3(uv, d0), 0); |
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float4 L1 = SAMPLE_TEXTURE3D_LOD(VBufferLighting, linearClampSampler, float3(uv, d1), 0); |
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