Hey!
Sorry for off-topic, but I wanted to ask for a little advice. How would you pass light calculations from VS to PS ?
Currently, I do all light calculations in VS, then in PS I read pixel color from texture and "add" it to the color which already has calculated lights. This isn't probably the best way to handle this situation, because I get 'illumination lag' when I rotate light source (let's say counterclockwise) and object receiving light (clockwise). This only happens in shader version 3.0 and with light calculations, you provided in this thread.
This is what I currently do:
VS {
....
outcolor = (vecAmbient * vecLight) .... blahblah
for(i=0; i<8; i++)
{
outcolor.rgb += calculated light
}
...
}
PS {
...
float4 textureColor = tex2d
Incolor.rgb *= textureColor;
...
}
You can see how 'lag' looks like here:
Youtube linkBest regards!