Anyone can tell me how i get the Heightmap from VertexShader?
Note: I normalize the Cube to get a Sphere (Planet)
float4x4 World;
float4x4 View;
float4x4 Projection;
float4 color;
float seaLevel;
texture myTexture;
float maxHeight = 128;
float height;
sampler2D mySampler = sampler_state
{
Texture = <myTexture>;
MinFilter = Point;
MagFilter = Point;
MipFilter = Point;
AddressU = Clamp;
AddressV = Clamp;
};
struct VertexShaderInput
{
float4 Position : POSITION0;
};
struct VertexShaderOutput
{
float4 Position : POSITION0;
};
VertexShaderOutput VertexShaderFunction(VertexShaderInput input)
{
VertexShaderOutput output;
float4 worldPosition = mul(input.Position, World);
float height = tex2Dlod(mySampler, float4(12,32,0 ,0));
worldPosition.z += height;
worldPosition = float4(normalize(worldPosition.xyz) * seaLevel, 1);
float4 viewPosition = mul(worldPosition, View);
output.Position = mul(viewPosition, Projection);
return output;
}
float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0
{
return color;
}
technique Technique1
{
pass Pass1
{
VertexShader = compile vs_3_0 VertexShaderFunction();
PixelShader = compile ps_3_0 PixelShaderFunction();
}
}
This is all i have, but the the result is nothing :/
Please help me...
best regards, alex






