» BumpGlossed + DX11 version
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BumpGlossed + DX11 version

effect environment-map reflection point-light normal-map


Bumpy, fresnel-shiny, dielectric, textured, with two quadratic-falloff lights.
From nVidia library.


24.02.16 [17:07 UTC] by Desaxismundi | 604 downloads
added Texture and Color transforms, a 4 lights version and a proper dx11 version.
Show 2 older revisions

Older Revisions

16.01.14 [23:45 UTC] by catweasel | 776 downloads
added dx11 version, needs some work!
29.09.10 [12:14 UTC] by dottore | 1143 downloads
Added Normals,Tangents and Binormals to mesh. needed for normalmap component

catweasel 13/07/2010 - 17:58

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?

dottore 13/07/2010 - 20:19

Tnx catweasel,
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

catweasel 14/07/2010 - 00:53

Tried that too...
It's something to do with the bump mapping, if I set bumpiness to 0 I get the reflection showing hmmm

catweasel 14/07/2010 - 00:58

The Cube environment is upside down as well ;)
setting the texcube to -reflVect.y -reflVect.z seems to fix that...

u7angel 14/07/2010 - 10:48

works on winXP64 and geforce260 GTX

mrboni 10/01/2011 - 16:34

Is it possible to add a texture transform to the Normal Texture?

I've tried, and failed!

mrboni 13/01/2011 - 18:43

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!

everyoneishappy 21/01/2012 - 18:20
catweasel said
The Cube environment is upside down as well ;)
setting the texcube to -reflVect.y -reflVect.z seems to fix that...

Hmmm. I was trying to fix this just now- this is in the shader code yes? Can anyone tell me which line?

hrovac 22/03/2012 - 22:45

line 295 should be:

half4 reflColor = fres * texCUBE(envSampler,half4(-reflVect.x, -reflVect.y, -reflVect.z, 1));

everyoneishappy 23/03/2012 - 13:28

thanks hrovac. Got it in the end... This is one of my favourite shaders in vvvv at the moment.

princemio 17/01/2014 - 01:28

thank you very much!!!

letoast 05/11/2015 - 00:18

Everything is black :(

edit: Nevermind... Just copied the setup from the help patch and it works fine

isdzaurov 24/02/2016 - 15:43

Damn Desaxismundi! Back at it again with a grey sphere)))

Desaxismundi 24/02/2016 - 15:59

ATI? Is updating shader models to 3.0 fixes the issue?

anonymous user login


~1d ago

domj: Here's the Schéma presentation from yesterday's meetup: https://youtu.be/_oqonrkE3xU

~3d ago

joreg: @guest am afraid we can't manage this. if someone wants to take this on, let us know..

~3d ago

guest: @joreg, please stream :-)

~3d ago

joreg: reminder: tonight: #vvvv meetup in #berlin: 9-berlin-vvvv-meetup

~3d ago

manuel: @dawoof nope. just the mosaic option.

~6d ago

dawoof: Did u use the NVAPI to do the warping and other functions?

~7d ago

manuel: @dawoof I did. Just some tests. with the sync card you get no tearing thats great.