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Re: [Supply] Matt's NormalMapping shader with 3 li
[Re: frazzle]
#117991
03/19/07 20:17
03/19/07 20:17
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
Expert
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Expert
Joined: May 2005
Posts: 2,713
Lübeck
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Hey, thanks, it´s much faster than the shader I posted and still looks the same... I´m just going to upload a simple picture... Edit: Thanks to Dexsoft for the nice Christmas gift, the model ist from!
Last edited by Slin; 03/19/07 20:36.
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Re: [Supply] Matt's NormalMapping shader with 3 li
[Re: TWO]
#117992
03/19/07 20:44
03/19/07 20:44
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Joined: Oct 2006
Posts: 91
Ghost
Junior Member
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Junior Member
Joined: Oct 2006
Posts: 91
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Thanks Bloodline, this is great!!!
Last edited by Ghost; 03/19/07 20:45.
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Re: [Supply] Matt's NormalMapping shader with 3 li
[Re: xXxGuitar511]
#117998
03/21/07 04:07
03/21/07 04:07
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Joined: Aug 2001
Posts: 2,320 Alberta, Canada
William
Expert
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Expert
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
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Quote:
//light 1 float3 Light1 = PosWorld - vecSunDir[0] ; Out.Light1.xyz = mul(worldToTangentSpace, -Light1); // L Out.Att1 = distance(PosWorld,vecLightPos[0])/vecLightPos[0].w; // Point light
I've tried changing the code, but the sun doesn't seem to affect the model. Which lines were you referring too?
P.S - sorry about my n00b when trying to edit shaders.
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Re: [Supply] Matt's NormalMapping shader with 3 li
[Re: William]
#117999
03/21/07 14:52
03/21/07 14:52
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
Expert
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Expert
Joined: Mar 2006
Posts: 2,503
SC, United States
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Out.Sun = mul(worldToTangentSpace, -vecSunDir);
You may need to remove the (red) - ...
I'm not sure...
xXxGuitar511 - Programmer
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