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Kirill Alpin

HLSL Shadow Shader Issue

2 posts in this topic

Hi folks,

I try to implement a simple shadow shader in my project. The shadow map and the basic shader works fine.
When I get to the shadow shader itself, i get a weird issue. When I want to transform the position in the vertex shader with the light view-projection matrix, i get only x and y values. The z and w values are always 1. But when I transform the position with the camera view-projection I get some z and w values. This is my test code for my issue. The output color is always white, which however must be gray, as the values in the shadow map are also gray:

[source lang="hlsl"]float4x4 View;
float4x4 Projection;

float4x4 ProjectionLight;
float4x4 ViewLight;

texture2D tex;

SamplerState textureSampler
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Wrap;
AddressV = Wrap;
};

struct VS_IN
{
float4 pos : POSITION;
float2 texpos : TEXCOORD;
float3 normal : NORMAL;
};

struct PS_IN
{
float4 pos : SV_POSITION;
float4 Light : POSITION;
float2 texpos : TEXCOORD0;
float3 normal : NORMAL;
float4 pos3D : TEXCOORD1;
};

void VShader(in VS_IN input, out PS_IN output)
{
float4 p = input.pos;
output.pos = mul(p, mul(View, Projection));
output.texpos = input.texpos;
output.normal = input.normal;
output.Light = mul(p, mul(ViewLight,ProjectionLight));
output.pos3D = p;
}

float4 PShader(PS_IN input) : SV_Target
{
float4 l = input.Light;
return l.z / l.w;
}

technique10 Simple
{
pass Main
{
SetGeometryShader(0);
SetVertexShader(CompileShader(vs_5_0, VShader()));
SetPixelShader(CompileShader(ps_5_0, PShader()));
}
}[/source]

I tried everything to get this work. I hope someone can help me.

Sorry for my perhaps bad english
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Some more informations:

I ran that code in PIX, and I saw that my vertex shader calculates the "Light" value (for all 4 values) write.
When it comes to my pixel shader, it seems like all my values exept "pos" was reseted.
But I still don't know where my fault is.
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Solved :D

I saw in PIX that the z value of "pos" is 10 times smaller than the value of it in the vertex shader (Don't ask me. I don't know why)
So I add a new variable to my shadow map pixel shader input struct, where i save the "real" depth values of the pixel and it's solved :D
It seems like these values are not 0, they are only 10 times smaller than the "pos" value.
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