|
|
|
|
|
|
// Exit if texel is out of color buffer |
|
|
|
// Or if the texel is from an object in front of the object |
|
|
|
if (refractedBackPointDepth < posInput.depthVS |
|
|
|
|| refractedBackPointSS.x < 0.0 || refractedBackPointSS.x > 1.0 |
|
|
|
|| refractedBackPointSS.y < 0.0 || refractedBackPointSS.y > 1.0) |
|
|
|
|| any(refractedBackPointSS < 0.0) |
|
|
|
|| any(refractedBackPointSS > 1.0)) |
|
|
|
{ |
|
|
|
diffuseLighting = SAMPLE_TEXTURE2D_LOD(_GaussianPyramidColorTexture, sampler_GaussianPyramidColorTexture, posInput.positionSS, 0.0).rgb; |
|
|
|
return; |
|
|
|