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GPU Pro 6
book

GPU Pro 6

by Wolfgang Engel
July 2015
Intermediate to advanced
586 pages
17h 21m
English
A K Peters/CRC Press
Content preview from GPU Pro 6
1. Real-Time Lighting via Light Linked List 193
float4 d4_00 = g_txDepth . GatherRed( g_samPoint , screen_uvs , int2 (
3, 3));
float4 d4_01 = g_txDepth . GatherRed( g_samPoint , screen_uvs , int2 (
1, 3));
float4 d4_10 = g_txDepth . GatherRed( g_samPoint , screen_uvs , int2 (
3, 1));
float4 d4_11 = g_txDepth . GatherRed( g_samPoint , screen_uvs , int2 (
1, 1));
d4_max = max ( d4_max , max ( d4_00 , max ( d4_01 , max ( d4_10 ,
d4_11 ))));
}
// Calculate the final max depth
float depth_max = max ( d4_max . x , max ( d4_max . y , max( d4_max . z ,
d4_max . w )));
1.6 Conclusion
The Light Linked List algorithm helped us to drastically simplify ...
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Publisher Resources

ISBN: 9781482264623