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Topic: An interesting shader idea



  
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   An interesting shader idea
 Poster : Armigus
 Posts: 34
 Country : USA
 City: WEston

  
Posted by Armigus on 02/04/2009 at 06:33:09
MTPixelToFrame MultiTexturedPS(MTVertexToPixel PSIn)
{
    MTPixelToFrame Output = (MTPixelToFrame)0;        
    
    float lightingFactor = 1;
    if (xEnableLighting)
        lightingFactor = saturate(saturate(dot(PSIn.Normal, PSIn.LightDirection)) + xAmbient);
    
    float4x4 blockTex;
    blockTex[0] = tex2D(TextureSampler0, PSIn.TextureCoords);
    blockTex[1] = tex2D(TextureSampler1, PSIn.TextureCoords);
    blockTex[2] = tex2D(TextureSampler2, PSIn.TextureCoords);
    blockTex[3] = tex2D(TextureSampler3, PSIn.TextureCoords);
    Output.Color = mul(PSIn.TexWeights,blockTex);
        
    Output.Color *= lightingFactor;
    
    return Output;
}

This might just be 6 of one and half dozen of the other, but a more advanced version of what you have with detail, slope mapping, and normal mapping is too much for the 2.0 shader operation limit.  I haven't tested this yet.

BTW, the mul order is important.  Reversing it won't cause an error but your colors will be decidedly off.

  
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