Junior Member
Joined: Oct 2003
Posts: 88
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Quote:
works great! even has proper lighting in shadows...
here is the code, with action and material (for shader newbies like me)
Code:
MATERIAL bumpmap { effect " matrix matWorldViewProj; matrix matWorld; texture entSkin1; texture entSkin2; vector vecLight; technique dot3map { pass p0 { Texture[0] = <entSkin2>;//2te Skin im Model ist die Normal Map Texture[1] = <entSkin1>;//1te Skin im Model ist die Textur COLOROP[0] = dotproduct3; COLORARG1[0] = texture; COLORARG2[0] = diffuse; COLOROP[1] = modulate; COLORARG1[1] = texture; COLORARG2[1] = current; VertexShaderConstant[0]=<matWorldViewProj>; VertexShaderConstant[4]=<matWorld>; VertexShaderConstant[18]={1f,1f,1f,1f}; VertexShaderConstant[19]={0.5f,0.5f,0.5f,0.5f}; VertexShaderConstant[20]= <vecLight>; VertexShaderConstant[30]={0f,1f,0f,0f}; VertexShaderConstant[31]={1f,0f,0f,0f}; VertexShaderConstant[32]={0f,0f,1f,0f}; VertexShaderConstant[90]={1f,0f,0f,0f}; //damit oFog gefüllt ist VertexShader = decl { stream 0; float v0[3]; //Position float v3[3]; //Normal float v7[2]; //Textur Koordinaten 0 } asm { vs.1.0 m4x4 oPos, v0, c0 m4x4 r10,v0,c4 m3x3 r8,v3,c4 mov oT0, v7 mov oT1, v7 mov oT2, v7 mov oT3, v7 //calculate texture space matrix from normal and up mul r0,c31,v3.zxyw //-1,0,0 mul r1,c32,v3.yzxw //0,0,-1 sub r0,r1,r0 dp3 r0.w,r0,r0 rsq r0.w,r0.w mul r0,r0,r0.w //normalized right vector mov r1, c30 //0,-1,0 mov r2, r8 sub r9,c20,r10 dp3 r9.w,r9,r9 rsq r9.w,r9.w mul r9,r9,r9.w //normalized light vector m3x3 r3,r9,r0 mov r3.w,c30.w //transform light to texture space add r3,r3,c18 //bias mul r3,r3,c19//scale mov oD0,r3 mov oFog,c90 }; } } "; }
action Shader_bumpmap { my.material=bumpmap; }
Hi, I copied this code and apparently can't get it to work.
any idea why i get this error? (and yes, if you haven't guessed, I'm quite the noob)
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