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#Actualeowdaoc

Posted 08 December 2012 - 08:28 PM

I just added the two things you said in your first post, to make sure the normal is truly normalized at all steps. Unfortunately, it did not fix the bug. Could you further explain your last post concerning world space light position vs surface? In the simple lighting examples I've seen on the internet they have made no distinction between the different view spaces when doing lighting in the pixel shader, yet their lighting was displayed correctly.

Updated normal transform in vertex shader:
float4 tmp_norm = float4( input.norm.x, input.norm.y, input.norm.z, 0.0 );
output.norm = mul( tmp_norm , world_matrix );
output.norm = normalize( output.norm );

Updated normal declaration in pixel shader:
float4 norm_norm = normalize( input.norm );
float3 tmp_norm = float3( norm_norm.x, norm_norm.y, norm_norm.z );

#3eowdaoc

Posted 08 December 2012 - 08:27 PM

I just added the two things you said in your first post, to make sure the normal is truly normalized at all steps. Unfortunately, it did not fix the bug. Could you further explain your last post concerning world space light position vs surface? In the simple lighting examples I've seen on the internet they have made no distinction between the different view spaces when doing lighting in the pixel shader.

Updated normal transform in vertex shader:
float4 tmp_norm = float4( input.norm.x, input.norm.y, input.norm.z, 0.0 );
output.norm = mul( tmp_norm , world_matrix );
output.norm = normalize( output.norm );

Updated normal declaration in pixel shader:
float4 norm_norm = normalize( input.norm );
float3 tmp_norm = float3( norm_norm.x, norm_norm.y, norm_norm.z );

#2eowdaoc

Posted 08 December 2012 - 08:27 PM

I just added the two things you said in your first post, to make sure the normal is truly normalized at all steps. Unfortunately, it did not fix the bug. Could you further explain your last post concerning world space light position vs surface? In the simple lighting examples I've seen on the internet they have made no distinction between the different view spaces when doing lighting in the pixel shader.

Updated normal transform in vertex shader:
float4 tmp_norm = float4( input.norm.x, input.norm.y, input.norm.z, 0.0 );
output.norm = mul( tmp_norm , world_matrix );
output.norm = normalize( output.norm );

Updated normal declaration in pixel shader:
float4 norm_norm = normalize( input.norm );
float3 tmp_norm = float3( norm_norm.x, norm_norm.y, norm_norm.z );

#1eowdaoc

Posted 08 December 2012 - 08:26 PM

I just added the two things you said in your first post, to make sure the normal is truly normalized at all steps. Unfortunately, it did not fix the bug. Could you further explain your last post concerning world space light position vs surface? In the simple lighting examples I've seen on the internet they have made no distinction between the different view spaces when doing lighting in the pixel shader.

Updated normal transform in vertex shader:
float4 tmp_norm = float4( input.norm.x, input.norm.y, input.norm.z, 0.0 );
output.norm = mul( tmp_norm , world_matrix );
output.norm = normalize( output.norm );

Updated normal declaration in pixel shader:
float4 norm_norm = normalize( input.norm );
float3 tmp_norm = float3( norm_norm.x, norm_norm.y, norm_norm.z );

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