The same as disk to disk HLSL version (which used 30 iterations of the algorithm), but using only 4 iterations. As you can see the only differences are more noticeable artifacts, and less global occlusion. I´m still not using any jittering or blurring, to make artifacts as flagrant as possible. Using any of these or both could improve quality quite a bit.
It runs well above 150 fps (the vid framerate is lower than the actual fps), which makes it perfectly useable for games. To get source code and examples, go to:
http://www.gamedev.net/community/forums/topic.asp?whichpage=4&pagesize=25...
It is a pretty "plug and play" shader, but it´s easier to use with deferred lighting pipelines.
You still workin on this?
xalener 1 year ago
@xalener well, i have some variations of it (using interleaved sampling and view space) but no, i´ve moved on to other stuff.
arkano22 1 year ago