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Re: Lightrange erhöhen
[Re: Machinery_Frank]
#97752
11/07/06 13:03
11/07/06 13:03
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Joined: Jul 2005
Posts: 421 Germany
DoC
OP
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OP
Senior Member
Joined: Jul 2005
Posts: 421
Germany
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hab ich mir gedacht auch gedacht des es daran liegt sollte dann ja im shader des hier sein vermutlich Quote:
VS_OUTPUT0 VS_PASS0(float4 Pos : POSITION, float2 texcoord0 : TEXCOORD0, float3 Normal : NORMAL, float3 Tangent : TEXCOORD2 ) { VS_OUTPUT0 Out = (VS_OUTPUT 0)0; Out.Pos = mul(Pos, matWorldViewProj); // transform Position
// compute the 3x3 tranform matrix // to transform from world space to tangent space float3x3 worldToTangentSpace; worldToTangentSpace[0] = mul(Tangent, matWorld); worldToTangentSpace[1] = mul(cross(Tangent, Normal), matWorld); worldToTangentSpace[2] = mul(Normal, matWorld);
Out.Tex = texcoord0.xy;
float3 PosWorld = mul(Pos, matWorld); float LightRange = 0.002;
//light 1 float3 Light1 = PosWorld - vecLightPos[1] ; Out.Light1.xyz = mul(worldToTangentSpace, -Light1); // L
float3 Viewer1 = PosWorld - vecViewPos; Out.View1 = mul(worldToTangentSpace, -Viewer1); // V
Out.Att1 = Light1 * LightRange; // Point light
//light 2 float3 Light2 = PosWorld - vecLightPos[2] ; Out.Light2.xyz = mul(worldToTangentSpace, -Light2); // L
float3 Viewer2 = PosWorld - vecViewPos; Out.View2 = mul(worldToTangentSpace, -Viewer2); // V
Out.Att2 = Light2 * LightRange; // Point light
// Add fog float ofog = 1 - (distance(PosWorld, vecViewPos) - vecFog.x) * (vecFog.z*1.5); Out.Fog = ofog;
return Out; }
frage is nur wie ich des änder weil wenn ich float LightRange = 0.002; erhöhe wirds garnet mehr beleuchtet -.-"
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