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Posted by: urk
float ComputeESM( float2 vShadowMapUVs, float fReceiverDepth,
float fCascadeIndex )
{
// Filtered look up using mip mapping
float fOccluderExponential = tCascadeShadowMaps.Sample(
sShadowLinearClamp,
float3(vShadowMapUVs,fCascadeIndex)).r;
float fReceiverExponential = exp( -fESMExponentialMultiplier *
fReceiverDepth );
float fESMShadowTest = fOccluderExponential * fReceiverExponential;
return saturate(fESMShadowTest);
}
Make any sense to you? Yeah, me neither. Mip Mapping, yo. Mip mapping.
I'm assuming that was either C# or C++. I could make sense of most of it, but I'd have to see it in context to work it all out 100%. :)