effect environment-map reflection point-light normal-map
Bumpy, fresnel-shiny, dielectric, textured, with two quadratic-falloff lights.
From nVidia library.
Great shaders Dottore!
But i've got a problem with this one, works on my macbook pro, but on my desktop with a GTX470 the object is black, actually its the BG colour of the renderer, which just seems plain weird, anyone else have this?
i had a look inside the shader and i found that the pixel shader is compiled with 2.b shader model. look at the bottom in the hlsl code of the shader, in the techniques:
PixelShader = compile ps_2_b mainPS();
maybe your graphic card is not compatible with this shader model. try to replace with:
PixelShader = compile ps_3_0 mainPS();
let me know
Tried that too...
It's something to do with the bump mapping, if I set bumpiness to 0 I get the reflection showing hmmm
The Cube environment is upside down as well ;)
setting the texcube to -reflVect.y -reflVect.z seems to fix that...
works on winXP64 and geforce260 GTX
Is it possible to add a texture transform to the Normal Texture?
I've tried, and failed!
I'm also getting the problem catweasel had, but only with two copies of the shader running (I think..... it's a little confusing) and when the renderer is on the second head of the graphics card...
Other than that. Great shader!
Hmmm. I was trying to fix this just now- this is in the shader code yes? Can anyone tell me which line?
line 295 should be:
half4 reflColor = fres * texCUBE(envSampler,half4(-reflVect.x, -reflVect.y, -reflVect.z, 1));
thanks hrovac. Got it in the end... This is one of my favourite shaders in vvvv at the moment.
thank you very much!!!
Everything is black :(
edit: Nevermind... Just copied the setup from the help patch and it works fine
Damn Desaxismundi! Back at it again with a grey sphere)))
ATI? Is updating shader models to 3.0 fixes the issue?
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