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HarrisonPloeg

Blending Problem

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HarrisonPloeg    100
In my game I am trying to draw some clouds, but all I get is a white square. I am using alpha blending, here is the Effect file: uniform extern float4x4 gWVP; uniform extern texture gTex; uniform extern float4x4 gWorldInverseTranspose; uniform extern float4 gDiffuseMtrl; uniform extern float4 gDiffuseLight; uniform extern float3 gLightVecW; sampler TexS = sampler_state { Texture = <gTex>; MinFilter = Linear; MagFilter = Linear; MipFilter = Linear; }; struct OutputVS { float4 posH : POSITION0; float4 color : COLOR0; float2 tex0 : TEXCOORD0; }; OutputVS cloudVS(float3 posL : POSITION0, float4 c : COLOR0, float3 normalL : NORMAL0, float2 tex0 : TEXCOORD0) { OutputVS outVS = (OutputVS)0; float3 normalW = mul(float4(normalL, 0.0f), gWorldInverseTranspose).xyz; normalW = normalize(normalW); float s = max(dot(gLightVecW, normalW), 0.0f); outVS.color.rgb = s*(gDiffuseMtrl*gDiffuseLight).rgb; outVS.color.a = gDiffuseMtrl.a; outVS.posH = mul(float4(posL, 1.0f), gWVP); outVS.tex0 = tex0; return outVS; } float4 cloudPS(float4 c : COLOR0, float2 tex0 : TEXCOORD0) : COLOR { float4 texColor = tex2D(TexS, tex0); return float4(c.rgb, texColor.a); } technique cloudTech { pass P0 { vertexShader = compile vs_2_0 cloudVS(); pixelShader = compile ps_2_0 cloudPS(); FillMode = Solid; CullMode = None; AlphaBlendEnable = true; SrcBlend = SrcColor; DestBlend = DestColor; BlendOp = Add; SeparateAlphaBlendEnable = true; SrcBlendAlpha = SrcAlpha; DestBlendAlpha = InvSrcAlpha; BlendOpAlpha = Add; } }

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