i´m trying to use a displace map into the Dottore´s glass shader,
i made it but now the fog effect doesn´t work, maybe anybody knows how to make it posible? am i missing something?
Hey people,
i made the fog effect inside the cubemap shader, but i´ve noticed that the normals are not correct calculated…
there are 2 examples, the first one is a mesh calculated in the cpu, and the second one is a shader with displacemap, fog and the cubemap with this error in the normals,
how can i calculate correctly the normals of the displacemap mesh to be used by the cubemap texture?
Any help would be very appreciated, i think this is a good shader for the vvvv library.
this is a known problem when changing vertex positions in a shader. if you alter one position you affect 6 faces, but since you have no access to the neighbours, you cannot update the normals at the other positions.
calculating the correct normals is possible when you have some kind of formula which alters your position. then you can calculate the neighbour positions yourselve and calculate the normals from scratch.
it might be possible in your shader, if you only use a grid as input. because then you can also calculate two neighbours with an offset in x and y direction and get the normals form them with some basic vector math…
Hello Joreg,
i´ve checked it, but i couldn´t implement the cube texture effect,
i have not experience in shader programming and for me it´s a very experimental process, i need more time than the programers ;)
thanks a lot, i´ll check it again with other mood.
hey lasal think the problem is in light calculation, i fixed it on displacement map shader that joreg pointed , will look on yours in few hours. Can you upload it here?
hehe
Huge messy code from Nvidia, that would take some time to sort out ;]
I’m in deep hangover now, will sort that out, but it will take a day
or so don’t worry ;]
tryed to find you on skype, but looks like you are offline all the time ;]
hi!
manged to do coupple of checks, and seems quite strange…
first of all i founded that fog don’t work on all the displace shaders, so i started to look at that deeper, founded that actuall source of evil is:
as you change both to 2_0 & 2_0, fog is back, but tex2dlod won’t work.
looks like you already pointed on workaround will check it back t-mo
that fog thing quite strange