Thanks for sharing. Have you done some stability testing? As far as I remember, the old ShaderX4 version wasn't that stable.

EDIT:
Code:
Out.ViewDir = vecViewPos - mul(In.Pos.xyz, (float3x3)matWorld);

-> shouldn't this be:
Code:
Out.ViewDir = vecViewPos - mul(float4(In.Pos.xyz, 1), (float4x4)matWorld);

instead?

Last edited by Hummel; 04/06/13 18:18.