I have implemeted the terrain multitexture shader and the code is below :
/This terrainshader is a reworked version of Thorsten Kunze 's terrainshader.
//2006 By
www.loopix-project.com/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// entSkin1 rgb-blendmap
// entSkin2 shadowmap
////////////////////////
bmap tex8 = <grass.bmp>; // Texture Layer Red //steep
bmap tex9 = <cliff.bmp>; // longGrass Texture Layer Green//flat
bmap tex10 = <sand.bmp>; // Texture Layer Blue//built(roads etc..)
bmap tex11 = <snow.bmp>;// Texture Layer Black///detail color
/////////////////////////////
function multirgb_roughness1()
{
bmap_to_mipmap(mtl.Skin1);
bmap_to_mipmap(mtl.Skin2);
bmap_to_mipmap(mtl.Skin3);
bmap_to_mipmap(mtl.Skin4);
}
material terra_shader2
{
flags = tangent;
skin1 = tex8;
skin2 = tex9;
skin3 = tex10;
skin4 = tex11;
event=multirgb_roughness1;
effect
"
//////////////////////////////////////////////////////////////////////////////////////////////////////
// Define your needed values
float4x4 matWorldViewProj;
float4x4 matWorld;
float4x4 matWorldInv;
float4x4 matWorldView;
float4 vecFog;
// Define your textures
texture mtlSkin1;
texture mtlSkin2;
texture mtlSkin3;
texture mtlSkin4;
texture entSkin1;
texture entSkin2;
//////////////////////////////////////////////////////////////////////////////////////////////////////
// Texture settings
sampler sTex1 = sampler_state
{
Texture = <entSkin1>; // rgb-blendmap
MipFilter = Linear;
MinFilter = Linear;
MagFilter = Linear;
AddressU = Wrap;
AddressV = Wrap;
};
sampler sTex2 = sampler_state
{
Texture = <entSkin2>; // shadowmap
MipFilter = Linear;
MinFilter = Linear;
MagFilter = Linear;
AddressU = Wrap;
AddressV = Wrap;
};
sampler sTex8 = sampler_state
{
Texture = <mtlSkin1>; // red
MipFilter = Linear;
MinFilter = Linear;
MagFilter = Linear;
AddressU = Wrap;
AddressV = Wrap;
};
sampler sTex9 = sampler_state
{
Texture = <mtlSkin2>; // green
MipFilter = Linear;
MinFilter = Linear;
MagFilter = Linear;
AddressU = Wrap;
AddressV = Wrap;
};
sampler sTex10 = sampler_state
{
Texture = <mtlSkin3>; // blue
MipFilter = Linear;
MinFilter = Linear;
MagFilter = Linear;
AddressU = Wrap;
AddressV = Wrap;
};
sampler sTex11 = sampler_state
{
Texture = <mtlSkin4>; // black
MipFilter = Linear;
MinFilter = Linear;
MagFilter = Linear;
AddressU = Wrap;
AddressV = Wrap;
};
struct TMULTI_VS_OUT // Output to the pixelshader fragment
{
float4 Pos : POSITION;
float Fog : FOG;
float2 Tex1 : TEXCOORD0;
float2 Tex2 : TEXCOORD1;
float2 Tex8 : TEXCOORD2;
float2 Tex9 : TEXCOORD3;
float2 Tex10 : TEXCOORD4;
float2 Tex11 : TEXCOORD5;
};
float DoFog(float4 Pos) {
float3 P = mul(Pos,matWorldView);// apply the linear fog formula
return saturate((vecFog.y-P.z) * vecFog.z);
}
TMULTI_VS_OUT TMulti_VS(
float4 inPos : POSITION,
float3 inNormal : NORMAL,
float2 inTexCoord0 : TEXCOORD0)
{
TMULTI_VS_OUT Out;
// transform the vector position to screen coordinates
Out.Pos = mul(inPos,matWorldViewProj);
// rotate and normalize the normal
float3 N = normalize(mul(inNormal,matWorldInv));
Out.Fog = DoFog(inPos);
// scale the texture coordinates for the masked textures
Out.Tex1 = inTexCoord0.xy; // rgb-blendmap (not tiled)
Out.Tex2 = inTexCoord0.xy; // shadowmap (not tiled)
Out.Tex8 = inTexCoord0.xy*16; // tiling texture red
Out.Tex9 = inTexCoord0.xy*16; // tiling texture green
Out.Tex10 = inTexCoord0.xy*8; // tiling texture blue
Out.Tex11 = inTexCoord0.xy*8; // tiling texture black
return Out;
}
//////////////////////////////////////////////////////////////////////////////////////////////////////
// pixelshader
float4 ps( TMULTI_VS_OUT In ) : COLOR
{
float4 BlendColor = tex2D(sTex1,In.Tex1);
float4 ShadowMap = tex2D(sTex2,In.Tex2);
float4 RedColor = tex2D(sTex8,In.Tex8);
float4 GreenColor = tex2D(sTex9,In.Tex9);
float4 BlueColor = tex2D(sTex10,In.Tex10);
float4 BlackColor = tex2D(sTex11,In.Tex11);
float4 BaseRed = lerp(BlackColor,RedColor,BlendColor.r);
float4 BaseGreen = lerp(BaseRed,GreenColor,BlendColor.g);
float4 FinalColor = lerp(BaseGreen,BlueColor,BlendColor.b);
FinalColor = FinalColor*ShadowMap; // maybe you will want to have it brighter ...*(ShadowMap+0.2)
FinalColor.a = 1.0f; // prevent transparency
return FinalColor;
}
//////////////////////////////////////////////////////////////////////////////////////////////////////
//
technique mytechnique
{
// Define your passes
pass p0
{
VertexShader = compile vs_2_0 TMulti_VS();
PixelShader = compile ps_2_0 ps();
}
}
";
}
action terrain_action
{
while(1)
{
my.material = terra_shader2;
wait(1);
}
}
The clip error that i get is shown below :
[img]
[IMG]http://img294.imageshack.us/img294/8379/terriancliperrvc8.th.jpg[/img][/img]
if anyone knows what is going wrong in this code , kindly let me know.
thaks in advance for any help.
Regards,
Sichlid