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Parallax Occlusion Mapping Help

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Does anyone know why the shader i'm trying to implement isn't displaying correctly? I'm trying to do Terry Welsh's version.

OutputVS PhongDirLtTexVS(float3 posL : POSITION0, float3 normalL : NORMAL0, float2 tex0: TEXCOORD0,
  float3 tangentL  : TANGENT0, float3 binormalL : BINORMAL0)
    // Zero out our output.
	OutputVS outVS = (OutputVS)0;
	// Build TBN-basis.
	float3x3 TBN;
	TBN[0] = tangentL;
	TBN[1] = binormalL;
	TBN[2] = normalL;
	// Matrix transforms from object space to tangent space.
	float3x3 toTangentSpace = transpose(TBN);
	// Transform eye position to local space.
	float3 eyePosL = mul(float4(gEyePosW, 1.0f), gWorldInv);
	// Transform to-eye vector to tangent space.
	float3 toEyeL = eyePosL - posL;
	outVS.toEyeT = mul(toEyeL, toTangentSpace);
	// Transform normal to world space.
	outVS.normalW = mul(float4(normalL, 0.0f), gWorldInvTrans).xyz;
	// Transform vertex position to world space.
	outVS.posW  = mul(float4(posL, 1.0f), g_mWorld).xyz;
	// Transform light direction to tangent space.
	//for directional light
	float3 lightDirL = mul(float4(g_lightArray[0].direction, 0.0f), gWorldInv).xyz;
	outVS.lightDirT  = mul(lightDirL, toTangentSpace);
	//for point light
	float3 lightDirPointL = mul(float4(normalize(outVS.posW - g_lightArray[1].position), 0.0f), gWorldInv).xyz;
	outVS.lightDirPointT  = mul(lightDirPointL, toTangentSpace);
	//for spot light DIRECTX is dumb so i need to use -position as my light direction
	float3 lightDirSpotL = mul(float4(-g_lightArray[2].position, 0.0f), gWorldInv).xyz;
	outVS.lightDirSpotT  = mul(lightDirSpotL, toTangentSpace);
	// Compute the unit vector from the vertex to the eye.
	outVS.toEyeW = gEyePosW - outVS.posW;	
	// Transform to homogeneous clip space.
	outVS.posH = mul(float4(posL, 1.0f), g_mWorldViewProjection);
	// Pass on texture coordinates to be interpolated in rasterization.
	outVS.tex0 = tex0;

	// Done--return the output.
    return outVS;

float4 PhongDirLtTexPS(float3 normalW : TEXCOORD0, float3 toEyeW  : TEXCOORD1,
				 float2 tex0 : TEXCOORD2,  float3 posW : POSITION1, float3 toEyeT : TEXCOORD3,
                   float3 lightDirT : TEXCOORD4, float3 lightDirPointT : TEXCOORD5, float3 lightDirSpotT : TEXCOORD6) : COLOR
	// Interpolated normals can become unnormal--so normalize.
	//normalW = normalize(normalW);
	//toEyeW  = normalize(toEyeW);
	//toEyeT    = normalize(toEyeT);
	//// Sample normal map.
	float3 normalT = tex2D(NormalMapS, tex0);
    // Make it a unit vector.
//	normalT = normalize(normalT);
	float3 color = float3(0,0,0);
	float4 texColor = float4(0,0,0,0);
	//pixel OUT;

	float fParallaxLimit = length(toEyeT.xy) / toEyeT.z;	// calculate the parallax offset vector max length
	fParallaxLimit *= fHeightMapScale;						// scale the vector according to height-map scale

	float2 vOffset = normalize( -toEyeT.xy );				// calculate the parallax offset vector direction
	vOffset = vOffset * fParallaxLimit;						// calculate the final maximum offset vector

	float3 E = normalize(toEyeT);
	float3 N = normalize(normalT);

	//int nNumSamples = (int)lerp( nMaxSamples, nMinSamples, dot( E, N ) );	// calculate dynamic number of samples (Tatarchuk's method)
	int nNumSamples = (int)(fParallaxLimit * fTexelsPerSide);				// calculate dynamic number of samples (Zink's method)
	float fStepSize = 1.0 / (float)nNumSamples;								// calculate the texcoord step size
	float2 dx, dy;
	dx = ddx( tex0 );	// calculate the texcoord partial derivative in x in screen space for tex2Dgrad
	dy = ddy( tex0 );	// calculate the texcoord partial derivative in y in screen space for tex2Dgrad

	float2 vOffsetStep = fStepSize * vOffset;
	float2 vCurrOffset = float2( 0, 0 );
	float2 vLastOffset = float2( 0, 0 );
	float2 vFinalOffset = float2( 0, 0 );
	float4 vCurrSample;
	float4 vLastSample;

	float stepHeight = 1.0;	
	int nCurrSample = 0;

	while ( nCurrSample < nNumSamples )
		vCurrSample = tex2Dgrad( Sampler, tex0 + vCurrOffset, dx, dy );			// sample the current texcoord offset
		if ( vCurrSample.a > stepHeight )
			// calculate the linear intersection point
			float Ua = (vLastSample.a - (stepHeight+fStepSize)) / ( fStepSize + (vCurrSample.a - vLastSample.a));
			vFinalOffset = vLastOffset + Ua * vOffsetStep;

			vCurrSample = tex2Dgrad( Sampler, tex0 + vFinalOffset, dx, dy );		// sample the corrected tex coords
			nCurrSample = nNumSamples + 1;												// exit the while loop
			nCurrSample++;							// increment to the next sample
			stepHeight -= fStepSize;				// change the required height-map height
			vLastOffset = vCurrOffset;				// remember this texcoord offset for next time
			vCurrOffset += vOffsetStep;				// increment to the next texcoord offset
			vLastSample = vCurrSample;

	texColor = vCurrSample;						// return the final sampled color value

	// Expand from [0, 1] compressed interval to true [-1, 1] interval.
    normalT = 2.0f*normalT - 1.0f;

	lightDirPointT = normalize(lightDirPointT);
	float3 lightVecPointT = -lightDirPointT;
	// Unit vector from vertex to light source.
	//float3 lightVecWpoint = normalize(g_lightArray.position - posW);
	// Ambient Light Computation.
	float3 ambient = (gMtrl.ambient*g_lightArray[1].ambient).rgb;

	// Diffuse Light Computation.
	float s = max(dot(normalT, lightVecPointT), 0.00001f);
	float3 diffuse = s*(gMtrl.diffuse*g_lightArray[1].diffuse).rgb;

	// Specular Light Computation.
	//float3 toEyeW   = normalize(gEyePosW - posW);
	float3 r = reflect(lightVecPointT, normalT);
	float t = pow(abs(max(dot(r, toEyeT), 0.00001f)), gMtrl.specPower);
	float3 spec = t*(gMtrl.spec*g_lightArray[1].specular).rgb;

	// Attentuation.
	float d = distance(g_lightArray[1].position, posW);
	float A = g_lightArray[1].attenuation.x + g_lightArray[1].attenuation.y*d + g_lightArray[1].attenuation.z*d*d;

	// Everything together.
	color += ambient + ((diffuse + spec) / A);
	//return float4(color,1.0f);

	return float4(color, gMtrl.diffuse.a*texColor.a);

	//return OUT;

Thanks a million Screamer

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Common problems with POM are the input geometry. Have you checked your tangent and bitangent vectors to make sure that they are pointing in the right directions?

I have also found that it helps to go manually through all of the calculations in my shader once to ensure that the math is correct - you can use a matrix multiplier program if you don't want to manually do it. Choose a simple height map and walk through the whole process.

Shameless plug: you can check out my article in the signature below for a guideline and description of how to do POM!

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