
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 ...