rendermonkey ati hlsl
Can someone tell me how to check if this vertex shader and pixel shader works
using the rendermonkey ati ??
So .. How to create the textures I need .. (they are not image rgb, just grey level) how to five the vertex positions and coordinates... etc etc etc !
Thanks!
float4x4 WorldViewProj;
float2 texsize;
sampler DiffuseSampler;
void VS_HLL_EX1(
in float4 vPos : POSITION,
in float2 vTex : TEXCOORD0,
in float2 vTex1 : TEXCOORD1,
out float4 oPos : POSITION,
out float2 oTex : TEXCOORD0
out float2 oTex1 : TEXCOORD1)
{
oPos = mul(vPos, WorldViewProj);
oTex = vTex;
oTex1 = mul(vTex1, float2x2(WorldViewProj)); //rotation
oTex1+= float2 (WorldViewProj[3][0]); //adding translation values
}
void PS_HLL_EX1(in float2 vTex : TEXCOORD0, in float2 vTex1 : TEXCOORD1, out float4 Col, : COLOR0, out float4 weights : COLOR1, out float4 Col2 : COLOR2)
{
int i=0;
float2 frac2;
float2 floor2;
float2 coord2[4]; //present coordonates
float values [4];
float2 sampleOffsets[4]; //offsets for my 4 near neighborrs in 2D, 8 in 3D
sampleOffsets[0].x = 0; sampleOffsets[0].y = 0;
sampleOffsets[1].x = 1; sampleOffsets[1].y = 0;
sampleOffsets[2].x = 0; sampleOffsets[2].y = 1;
sampleOffsets[3].x = 1; sampleOffsets[3].y = 1
coord2[0] = vTex1*texsize - 0.5;
frac2 = frac (coord2[0]);
floor2 = floor (coord2[0]);
for (i=0; i<4; i++){
coord2 = (floor2 + sampleOffsets + 0.5)/texsize;
values = tex2D (DiffuseSampler, coord2); //need this values (4floats) (I have made just a texture with grey levels
//so...1float)
}
weight.x = (1-frac2.x)*(1-frac2.y); // 1 float output
weight.y = frac2.x*(1-frac2.y); // 1 float output
weight.z = (1-frac2.x)*frac2.y; //1float output
weight.w = frac2.xfrac2.y; // 1float output
Col2.xyzd = tex2D (DiffuseSampler, vTex); //1float (grey level)
}
What do you mean by "how to create the textures"? The process of implementing a render target in Rendermonkey is quite different than in your core application -- in which case it depends on what language your programming in.
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