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DX11 DX11 - Terrain Tessellation repeating

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Hi guys.

 

I've been trying to implement tessellation, and got it implemented, thanks to you.

 

My next goal is to implement terrain tessellation with displacement mapping

 

Questions: (Some I have attempted, shown in the shader code below)

  • The vertices generated on the cpu, do they just represent a plane, or a pre generated grid?
  • How do I decide the height of the displacement mapping, just a constant?
  • How are the normals generated?

My attempt: (If you want to see...)

cbuffer ConstantObjectBuffer : register (b0)
{
	matrix worldMatrix;
};

cbuffer ConstantFrameBuffer : register (b1)
{
	matrix viewMatrix;
	matrix projectionMatrix;

	float3 eyepos;
	float cppad;

	float4 lightvec;
	float4 lightcol;

	float FogStart;
	float FogEnd;
	float2 __space;

	float3 FogColor;
	float shadows;

	float SpecularIntensity;
	float3 pad3;
	float4 SpecularColor;
}


//***************************************************//
//                 VERTEX SHADER                     //
//***************************************************//

struct VOut
{
    float4 position : POSITION;
	float2 texcoord : TEXCOORD;
	float access : ACCESS;

	float tessAmount : TSSAM;
	
	float3 NormalW : NORMWORLD;
	float3 normal : NORM;
	float4 depthPosition : TEXTURE0;
};

struct GlobalIn
{
	float4 position : POSITION;
	float4 normal : NORMAL;
	float2 texcoord : TEXCOORD;
};

Texture2D t_map : register(t0);
SamplerState ss;

VOut VShader(GlobalIn input)
{
    VOut output;

    input.position.w = 1.0f;
	output.texcoord = input.texcoord;

	// Calculate the position of the vertex against the world, view, and projection matrices.
    /*output.position = mul(input.position, worldMatrix);
    output.position = mul(output.position, viewMatrix);
    output.position = mul(output.position, projectionMatrix);*/

	output.position = mul(input.position, viewMatrix);

	// Get Tesselation amount
	output.tessAmount = (1.0f / output.position.z) * 6.0f;

	output.position = input.position;

    output.NormalW = mul(float4(input.normal.xyz,0), mul(worldMatrix, viewMatrix));

	// Store the position value in a second input value for depth value calculations.
	output.depthPosition.xyz = mul(float4(input.position.xyz,1), mul(worldMatrix, viewMatrix)).xyz;

	// Per Vertex lighting
	float4 norm = normalize(input.normal);
	output.access = saturate(dot(norm, lightvec));

	output.normal = input.normal;
	
    return output;
}

//***************************************************//
//                 HULL SHADER                       //
//***************************************************//

struct HOutput
{
    float edges[3] : SV_TessFactor;
    float inside : SV_InsideTessFactor;
};

#define tessellationAmount 12.0f

HOutput ColorPatchConstantFunction(InputPatch<VOut, 3> inputPatch, uint patchId : SV_PrimitiveID)
{    
    HOutput output;

	float tA = inputPatch[0].tessAmount;
	tA = 12.0f;

    // Set the tessellation factors for the three edges of the triangle.
    output.edges[0] = tA;
    output.edges[1] = tA;
    output.edges[2] = tA;

    // Set the tessellation factor for tessallating inside the triangle.
    output.inside = tA;

    return output;
}

[domain("tri")]
[partitioning("integer")]
[outputtopology("triangle_cw")]
[outputcontrolpoints(3)]
[patchconstantfunc("ColorPatchConstantFunction")]

VOut HShader(InputPatch<VOut, 3> patch, uint pointId : SV_OutputControlPointID, uint patchId : SV_PrimitiveID)
{
    VOut output;

    // Set the x for this control point as the output x.
    output.position = patch[pointId].position;

    output.texcoord = patch[pointId].texcoord;
    output.access = patch[pointId].access;
    output.NormalW = patch[pointId].NormalW;
    output.normal = patch[pointId].normal;
    output.depthPosition = patch[pointId].depthPosition;

    return output;
}

//***************************************************//
//                 DOMAIN SHADER                     //
//***************************************************//

struct DOut
{
    float4 position : SV_Position;
	float2 texcoord : TEXCOORD;
	float access : ACCESS;
	
	float3 NormalW : NORMWORLD;
	float4 depthPosition : TEXTURE0;
};

[domain("tri")]

DOut DShader(HOutput input, float3 uvwCoord : SV_DomainLocation, const OutputPatch<VOut, 3> patch)
{
    DOut output;

	float3 vertexPosition;
    float2 texCoords;
    float3 normal;
    float4 worldPosition;

	vertexPosition = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position;

    texCoords = uvwCoord.x * patch[0].texcoord + uvwCoord.y * patch[1].texcoord + uvwCoord.z * patch[2].texcoord;

    normal =  uvwCoord.x * float3(0, 1, 0) + uvwCoord.y * float3(0, 1, 0) + uvwCoord.z * float3(0, 1, 0);
    normal = normalize(normal);

    float vHeight = t_map.SampleLevel(ss, texCoords, 0);
    vertexPosition += float3(0, 1, 0) * (vHeight * 2.0f);

    output.position = mul(float4(vertexPosition, 1.0f), worldMatrix);
    output.position = mul(output.position, viewMatrix);
    output.position = mul(output.position, projectionMatrix);

    output.texcoord = texCoords;

    output.NormalW = mul(normal,(float3x3)worldMatrix);
    output.NormalW = normalize(output.NormalW);

    return output;
}

//***************************************************//
//                 PIXEL SHADER                      //
//***************************************************//

struct POut
{
	float4 Diffuse  : SV_Target0;
	float4 Depth    : SV_Target1;
	float4 Normals  : SV_Target2;
	float4 Lighting : SV_Target3;
};

POut PShader(VOut input)
{
	POut output;

	// Depth
	output.Depth = float4(input.depthPosition.xyz, 1.0f);

	// Normals
	output.Normals = float4(normalize(input.NormalW), 1);

	output.Diffuse = float4(1, 1, 1, 1);
	output.Lighting = float4(lightcol.rgb * input.access, 1.0f);

	output.Lighting = float4(1, 1, 1, 1);

	return output;
}

I've attempted with the pre generated grid, but this came: (The terrain is repeated over and over again, why?)

 

kcxu6f.png

 

Thank you, as always GameDev.

Edited by Migi0027

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Seems no one replied, so I'll try my best.

 

 

The vertices generated on the cpu, do they just represent a plane, or a pre generated grid?

Generate quad on CPU, tesellator stage will create extra triangles, which will result in your terrain.

 

 

How do I decide the height of the displacement mapping, just a constant?

If you're using UNORM or NORM texture, then you need to decide on min/max height. For example 1.0f in texture could mean 255.0f in world space.

If you're using FLOAT texture then just store height directly in the texture.

 

 

How are the normals generated?

It should be possible to calculate them based on data in displacement map, however I haven't done this, so I am unable to help more than this.

 

 

The terrain is repeated over and over again, why?

All your meshes have UV 0.0f to 1.0f, so every terrain ended up reading same texture coordinates.

You need to do do several Draw() calls and use different displacement map for each of them.

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Seems no one replied, so I'll try my best.

 

 

The vertices generated on the cpu, do they just represent a plane, or a pre generated grid?

Generate quad on CPU, tesellator stage will create extra triangles, which will result in your terrain.

 

 

How do I decide the height of the displacement mapping, just a constant?

If you're using UNORM or NORM texture, then you need to decide on min/max height. For example 1.0f in texture could mean 255.0f in world space.

If you're using FLOAT texture then just store height directly in the texture.

 

 

How are the normals generated?

It should be possible to calculate them based on data in displacement map, however I haven't done this, so I am unable to help more than this.

 

 

The terrain is repeated over and over again, why?

All your meshes have UV 0.0f to 1.0f, so every terrain ended up reading same texture coordinates.

You need to do do several Draw() calls and use different displacement map for each of them.

This is most likely the issue.  However, you don't need separate draw calls if you just want to stretch that single displacement map across all of your tiles.  Then you would just use 1.0 / gridsX and 1.0 / gridsY sized pieces for each grid.  Does that make sense?

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Well, a bit closer.

 

Right now I send a quad to the gpu, and then tessellate/displace it from there, but another problem comes, it looks like only half on the quad is being rendered:

 

ao13cm.png

 

The shader practically hasn't changed, only the buffer creation:

Plane_VI plane;

// create the vertex buffer
D3D11_BUFFER_DESC bd;
ZeroMemory(&bd, sizeof(bd));

bd.Usage = D3D11_USAGE_DYNAMIC;
bd.ByteWidth = sizeof(MESH_STRUCT::Dummy) * 4;
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
	
dev->CreateBuffer(&bd, NULL, &m_vertexBuffer);

D3D11_MAPPED_SUBRESOURCE ms;
// copy the vertices into the buffer
devcon->Map(m_vertexBuffer, NULL, D3D11_MAP_WRITE_DISCARD, NULL, &ms);    // map the buffer
memcpy(ms.pData, plane.Vertices, sizeof( plane.Vertices	));                 // copy the data
devcon->Unmap(m_vertexBuffer, NULL);

// create the index buffer
bd.Usage = D3D11_USAGE_DYNAMIC;
bd.ByteWidth = sizeof(DWORD) * 6;
bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
bd.MiscFlags = 0;

dev->CreateBuffer(&bd, NULL, &m_indexBuffer);

devcon->Map(m_indexBuffer, NULL, D3D11_MAP_WRITE_DISCARD, NULL, &ms);    // map the buffer
memcpy(ms.pData, plane.Indices, sizeof(plane.Indices));                   // copy the data
devcon->Unmap(m_indexBuffer, NULL);

IndexCount = 6;
m_indexCount = 6;
m_vertexCount = 4;

Definition of Plane_VI:

----HEADER-----
class BASEAPI Plane_VI
{
public:MESH_STRUCT Vertices[4];
public:DWORD Indices[6];

public:
	Plane_VI();
};

----SOURCE-----
Plane_VI::Plane_VI()
{
	Vertices[0] = MESH_STRUCT(-1.0f, 0.0f, -1.0f, D3DXVECTOR3(0.0f, 1.0f, 0.0f), 0.0f, 1.0f, 0, 0, 0);
	Vertices[1] = MESH_STRUCT(1.0f, 0.0f, -1.0f, D3DXVECTOR3(0.0f, 1.0f, 0.0f), 1.0f, 1.0f, 0, 0, 0);
	Vertices[2] = MESH_STRUCT(-1.0f, 0.0f, 1.0f, D3DXVECTOR3(0.0f, 1.0f, 0.0f), 0.0f, 0.0f, 0, 0, 0);
	Vertices[3] = MESH_STRUCT(1.0f, 0.0f, 1.0f, D3DXVECTOR3(0.0f, 1.0f, 0.0f), 1.0f, 0.0f, 0, 0, 0);

	Indices[0] = 3;
	Indices[1] = 1;
	Indices[2] = 2;
	Indices[3] = 2;
	Indices[4] = 1;
	Indices[5] = 0;
};

The primitive topology I'm using (Could this be part of the problem?):

devcon->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_3_CONTROL_POINT_PATCHLIST); // devcon -> Device Context

Now what have I done wrong? happy.png  

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I already suggested a pass-through geometry shader for inspecting values in PIX. If you can't use PIX or something, visualizing manually helps as an alternative. Currently I suspect something wrong with the tex-coords. Pass them along and output them in the pixel-shader as colors ([tt]return float4(texcoord.xy, 0, 1);[/tt]). You should see some red-green-yellow color gradient.

Or bind the displacement map to your pixel shader instead and sample (and output) there, to see if the sampling is the culprit (solid instead of wireframe and without displacement).

Also, show your domain shader.

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PS. The domain shader is at the top of this page, in the shader file smile.png

 

Though I am going to do as suggested, I'm pretty sure that the UV's are fine, as I've used them before, but I might be wrong.

 

Something I forgot to add:

class BASEAPI MESH_STRUCT {
public: 
	FLOAT X, Y, Z; D3DXVECTOR3 Normal; FLOAT U, V; FLOAT tx; FLOAT ty; FLOAT tz; float accessability; D3DXVECTOR4 bWeight; // XYZ:Position, UV: Texture, txtytz: Tangent
//... Not nessesary
};

This should tell you the UV coords.

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Hmmm, tangents, accessability and weights ? Don't see them in your vertex shader input at all. Also: make sure your input layout is ok.

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About that, some of the are used, some are not, but the input layout is correct, and in the correct order, but if you want to see:

 

D3D11_INPUT_ELEMENT_DESC ied[] =
{
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
};

if (dev->CreateInputLayout(ied, 3, VS->GetBufferPointer(), VS->GetBufferSize(), &pLayout) != S_OK)
...

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Yeah, looks fine (though I for one wouldn't use a float4 for the normal in the shader). I assume the stride when binding the buffer is ok, too.

Try the other approaches.

You wouldn't mind posting that displacement texture, please ?

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Well, that white grid was confusing from the start. There should be no white at all, so I assume this is a different draw call (and shader). I don't see that grid in PIX either.

 

For the tesselated one: I miss the red color. And the displacement should go in one direction only (normal is always the same). How does the PreVS tab look ?

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Looks fine.

 

Hmmm, if I try to compile that shader using an effect I get A LOT of warnings about missing output values. The compilation even fails since there are these inconsistencies between shader stages (e.g. your domain shader outputs DOut, your pixelshader wants VOut).

 

I'm surprised that something gets drawn at all. Don't you get any warnings from the debug layer ?

 

Anyway, remove those compiler warnings and make sure the input-output signatures match.

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What warnings do you get when you compile it?

 

I think the signatures are better now:

cbuffer ConstantObjectBuffer : register (b0)
{
	matrix worldMatrix;
};

cbuffer ConstantFrameBuffer : register (b1)
{
	matrix viewMatrix;
	matrix projectionMatrix;

	float3 eyepos;
	float cppad;

	float4 lightvec;
	float4 lightcol;

	float FogStart;
	float FogEnd;
	float2 __space;

	float3 FogColor;
	float shadows;

	float SpecularIntensity;
	float3 pad3;
	float4 SpecularColor;
}


//***************************************************//
//                 VERTEX SHADER                     //
//***************************************************//

struct VOut
{
    float4 position : POSITION;
	float2 texcoord : TEXCOORD;
	float access : ACCESS;

	float tessAmount : TSSAM;
	
	float3 NormalW : NORMWORLD;
	float3 normal : NORM;
	float4 depthPosition : TEXTURE0;
};

struct GlobalIn
{
	float4 position : POSITION;
	float4 normal : NORMAL;
	float2 texcoord : TEXCOORD;
};

Texture2D t_map : register(t0);
SamplerState ss;

VOut VShader(GlobalIn input)
{
    VOut output;

    input.position.w = 1.0f;
	output.texcoord = input.texcoord;

	// Calculate the position of the vertex against the world, view, and projection matrices.
    /*output.position = mul(input.position, worldMatrix);
    output.position = mul(output.position, viewMatrix);
    output.position = mul(output.position, projectionMatrix);*/

	output.position = mul(input.position, viewMatrix);

	// Get Tesselation amount
	output.tessAmount = (1.0f / output.position.z) * 6.0f;

	output.position = input.position;

    output.NormalW = mul(float4(input.normal.xyz,0), mul(worldMatrix, viewMatrix));

	// Store the position value in a second input value for depth value calculations.
	output.depthPosition.xyz = mul(float4(input.position.xyz,1), mul(worldMatrix, viewMatrix)).xyz;

	// Per Vertex lighting
	float4 norm = normalize(input.normal);
	output.access = saturate(dot(norm, lightvec));

	output.normal = input.normal;
	
    return output;
}

//***************************************************//
//                 HULL SHADER                       //
//***************************************************//

struct HOutput
{
    float edges[3] : SV_TessFactor;
    float inside : SV_InsideTessFactor;
};

HOutput ColorPatchConstantFunction(InputPatch<VOut, 3> inputPatch, uint patchId : SV_PrimitiveID)
{    
    HOutput output;

	float tA = inputPatch[0].tessAmount;
	tA = 36.0f;

    // Set the tessellation factors for the three edges of the triangle.
    output.edges[0] = tA;
    output.edges[1] = tA;
    output.edges[2] = tA;

    // Set the tessellation factor for tessallating inside the triangle.
    output.inside = tA;

    return output;
}

[domain("tri")]
[partitioning("integer")]
[outputtopology("triangle_cw")]
[outputcontrolpoints(3)]
[patchconstantfunc("ColorPatchConstantFunction")]

VOut HShader(InputPatch<VOut, 3> patch, uint pointId : SV_OutputControlPointID, uint patchId : SV_PrimitiveID)
{
    VOut output;

    // Set the x for this control point as the output x.
    output.position = patch[pointId].position;

    output.texcoord = patch[pointId].texcoord;
    output.access = patch[pointId].access;
    output.NormalW = patch[pointId].NormalW;
    output.normal = patch[pointId].normal;
    output.depthPosition = patch[pointId].depthPosition;

    return output;
}

//***************************************************//
//                 DOMAIN SHADER                     //
//***************************************************//

struct DOut
{
    float4 position : SV_Position;
	float2 texcoord : TEXCOORD;
	float access : ACCESS;
	
	float3 NormalW : NORMWORLD;
	float4 depthPosition : TEXTURE0;
};

[domain("tri")]

DOut DShader(HOutput input, float3 uvwCoord : SV_DomainLocation, const OutputPatch<VOut, 3> patch)
{
    DOut output;

	float3 vertexPosition;
    float2 texCoords;
    float3 normal;
    float4 worldPosition;

	vertexPosition = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position;

    texCoords = uvwCoord.x * patch[0].texcoord + uvwCoord.y * patch[1].texcoord + uvwCoord.z * patch[2].texcoord;

    normal =  uvwCoord.x * float3(0, 1, 0) + uvwCoord.y * float3(0, 1, 0) + uvwCoord.z * float3(0, 1, 0);
    normal = normalize(normal);

    float vHeight = t_map.SampleLevel(ss, texCoords, 0);
    vertexPosition += float3(0, 1, 0) * (vHeight * 2.0f);

    output.position = mul(float4(vertexPosition, 1.0f), worldMatrix);
    output.position = mul(output.position, viewMatrix);
    output.position = mul(output.position, projectionMatrix);

    output.texcoord = texCoords;

    output.NormalW = mul(normal,(float3x3)worldMatrix);
    output.NormalW = normalize(output.NormalW);

    return output;
}

//***************************************************//
//                 PIXEL SHADER                      //
//***************************************************//

[maxvertexcount(3)]   // produce a maximum of 3 output vertices
void GShader( triangle DOut input[3], inout TriangleStream<DOut> triStream )
{
  DOut psInput;
  
  for( uint i = 0; i < 3; i++ )
  {
    psInput.position = input[i].position;
    psInput.texcoord = input[i].texcoord;
    psInput.access = input[i].access;
    psInput.NormalW = input[i].NormalW;
    psInput.depthPosition = input[i].depthPosition;

    triStream.Append(psInput);
  }

  triStream.RestartStrip();
}

//***************************************************//
//                 PIXEL SHADER                      //
//***************************************************//

struct POut
{
	float4 Diffuse  : SV_Target0;
	float4 Depth    : SV_Target1;
	float4 Normals  : SV_Target2;
	float4 Lighting : SV_Target3;
};

POut PShader(DOut input)
{
	POut output;

	// Depth
	output.Depth = float4(input.depthPosition.xyz, 1.0f);

	// Normals
	output.Normals = float4(normalize(input.NormalW), 1);

	output.Diffuse = float4(t_map.Sample(ss, input.texcoord).rgb, 1);
	output.Lighting = float4(lightcol.rgb * input.access, 1.0f);

	output.Lighting = float4(1, 1, 1, 1);

	return output;
}

The only warning I get are the: implicit truncation of vector type

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Whoops, enabled debug creation flag, got various errors, fixed them all but one:

D3D11: ERROR: ID3D11DeviceContext::DrawIndexed: Vertex Shader - Hull Shader linkage error: Stages are incompatible with each other. Semantic 'TEXTURE' is always read by the downstream shader, but never written by the upstream shader (even though the semantic is present in its output signature). [ EXECUTION ERROR #347: DEVICE_SHADER_LINKAGE_NEVERWRITTEN_ALWAYSREADS ]

Shader:

cbuffer ConstantObjectBuffer : register (b0)
{
	matrix worldMatrix;
};

cbuffer ConstantFrameBuffer : register (b1)
{
	matrix viewMatrix;
	matrix projectionMatrix;

	float3 eyepos;
	float cppad;

	float4 lightvec;
	float4 lightcol;

	float FogStart;
	float FogEnd;
	float2 __space;

	float3 FogColor;
	float shadows;

	float SpecularIntensity;
	float3 pad3;
	float4 SpecularColor;
}


//***************************************************//
//                 VERTEX SHADER                     //
//***************************************************//

struct VOut
{
    float4 position : POSITION;
	float2 texcoord : TEXCOORD;
	float access : ACCESS;

	float tessAmount : TSSAM;
	
	float3 NormalW : NORMWORLD;
	float3 normal : NORM;
	float4 depthPosition : TEXTURE0;
};

struct GlobalIn
{
	float4 position : POSITION;
	float4 normal : NORMAL;
	float2 texcoord : TEXCOORD;
};

Texture2D t_map : register(t0);
SamplerState ss;

VOut VShader(GlobalIn input)
{
    VOut output;

    input.position.w = 1.0f;
	output.texcoord = input.texcoord;

	// Calculate the position of the vertex against the world, view, and projection matrices.
    /*output.position = mul(input.position, worldMatrix);
    output.position = mul(output.position, viewMatrix);
    output.position = mul(output.position, projectionMatrix);*/

	output.position = mul(input.position, viewMatrix);

	// Get Tesselation amount
	output.tessAmount = (1.0f / output.position.z) * 6.0f;

	output.position = input.position;

    output.NormalW = mul(float4(input.normal.xyz,0), mul(worldMatrix, viewMatrix));

	// Store the position value in a second input value for depth value calculations.
	output.depthPosition.xyz = mul(float4(input.position.xyz,1), mul(worldMatrix, viewMatrix)).xyz;

	// Per Vertex lighting
	float4 norm = normalize(input.normal);
	output.access = saturate(dot(norm, lightvec));

	output.normal = input.normal;
	
    return output;
}

//***************************************************//
//                 HULL SHADER                       //
//***************************************************//

struct HOutput
{
    float edges[3] : SV_TessFactor;
    float inside : SV_InsideTessFactor;
};

HOutput ColorPatchConstantFunction(InputPatch<VOut, 3> inputPatch, uint patchId : SV_PrimitiveID)
{    
    HOutput output;

	float tA = inputPatch[0].tessAmount;
	tA = 36.0f;

    // Set the tessellation factors for the three edges of the triangle.
    output.edges[0] = tA;
    output.edges[1] = tA;
    output.edges[2] = tA;

    // Set the tessellation factor for tessallating inside the triangle.
    output.inside = tA;

    return output;
}

[domain("tri")]
[partitioning("integer")]
[outputtopology("triangle_cw")]
[outputcontrolpoints(3)]
[patchconstantfunc("ColorPatchConstantFunction")]

VOut HShader(InputPatch<VOut, 3> patch, uint pointId : SV_OutputControlPointID, uint patchId : SV_PrimitiveID)
{
    VOut output;

    // Set the x for this control point as the output x.
    output.position =      patch[pointId].position;
    output.texcoord =      patch[pointId].texcoord;
    output.depthPosition = patch[pointId].depthPosition;
    output.access =        patch[pointId].access;
    output.tessAmount =    patch[pointId].tessAmount;
    output.NormalW =       patch[pointId].NormalW;
    output.normal =        patch[pointId].normal;

    return output;
}

//***************************************************//
//                 DOMAIN SHADER                     //
//***************************************************//

struct DOut
{
    float4 position : SV_Position;
	float2 texcoord : TEXCOORD;
	float access : ACCESS;

	float tessAmount : TSSAM;
	
	float3 NormalW : NORMWORLD;
	float4 depthPosition : TEXTURE0;
};

[domain("tri")]

DOut DShader(HOutput input, float3 uvwCoord : SV_DomainLocation, const OutputPatch<VOut, 3> patch)
{
    DOut output;

	float3 vertexPosition;
    float2 texCoords;
    float3 normal;
    float4 worldPosition;

	output.access = patch[0].access;
	output.texcoord = patch[0].texcoord;
	output.depthPosition = patch[0].depthPosition;

	vertexPosition = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position;

    texCoords = uvwCoord.x * patch[0].texcoord + uvwCoord.y * patch[1].texcoord + uvwCoord.z * patch[2].texcoord;

    normal =  uvwCoord.x * float3(0, 1, 0) + uvwCoord.y * float3(0, 1, 0) + uvwCoord.z * float3(0, 1, 0);
    normal = normalize(normal);

    float vHeight = t_map.SampleLevel(ss, texCoords, 0);
    vertexPosition += float3(0, 1, 0) * (vHeight * 2.0f);

    output.position = mul(float4(vertexPosition, 1.0f), worldMatrix);
    output.position = mul(output.position, viewMatrix);
    output.position = mul(output.position, projectionMatrix);

    output.texcoord = texCoords;

    output.NormalW = mul(normal,(float3x3)worldMatrix);
    output.NormalW = normalize(output.NormalW);

	output.tessAmount = patch[0].tessAmount;

    return output;
}

//***************************************************//
//                 PIXEL SHADER                      //
//***************************************************//

[maxvertexcount(3)]   // produce a maximum of 3 output vertices
void GShader( triangle DOut input[3], inout TriangleStream<DOut> triStream )
{
  DOut psInput;
  
  for( uint i = 0; i < 3; i++ )
  {
    psInput.position = input[i].position;
    psInput.texcoord = input[i].texcoord;
    psInput.access = input[i].access;
    psInput.access = input[i].access;
    psInput.NormalW = input[i].NormalW;
    psInput.depthPosition = input[i].depthPosition;
    psInput.tessAmount = input[i].tessAmount;

    triStream.Append(psInput);
  }

  triStream.RestartStrip();
}

//***************************************************//
//                 PIXEL SHADER                      //
//***************************************************//

struct POut
{
	float4 Diffuse  : SV_Target0;
	float4 Depth    : SV_Target1;
	float4 Normals  : SV_Target2;
	float4 Lighting : SV_Target3;
};

POut PShader(DOut input)
{
	POut output;

	// Depth
	output.Depth = float4(input.depthPosition.xyz, 1.0f);

	// Normals
	output.Normals = float4(normalize(input.NormalW), 1);

	output.Diffuse = float4(t_map.Sample(ss, input.texcoord).rgb, 1);
	output.Lighting = float4(lightcol.rgb * input.access, 1.0f);

	output.Lighting = float4(1, 1, 1, 1);

	return output;
}

Which I can't seem to solve :(

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You should get warnings (apart from the truncation) even if you compile the shaders in isolation, at least I do:
 
[tt]migi.fx(52,6): warning X3578: Output value 'VShader' is not completely initialized[/tt]
 
The linkage error also tells you which one is the culprit (semantic [tt]TEXTURE[/tt]), i.e. VOut.depthPosition (you don't write to w, only to xyz).
 
I think you should find the other ones, since your shader actually works when corrected wink.png
 
5d9b57269064730.jpg

(I used a different scale and higher tesselation, though)

Cheers. Edited by unbird

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The shader, if I forgot something:

cbuffer ConstantObjectBuffer : register (b0)
{
	matrix worldMatrix;
};

cbuffer ConstantFrameBuffer : register (b1)
{
	matrix viewMatrix;
	matrix projectionMatrix;

	float3 eyepos;
	float cppad;

	float4 lightvec;
	float4 lightcol;

	float FogStart;
	float FogEnd;
	float2 __space;

	float3 FogColor;
	float shadows;

	float SpecularIntensity;
	float3 pad3;
	float4 SpecularColor;
}


//***************************************************//
//                 VERTEX SHADER                     //
//***************************************************//

struct VOut
{
    float4 position : POSITION;
	float2 texcoord : TEXCOORD;
	float access : ACCESS;

	float tessAmount : TSSAM;
	
	float3 NormalW : NORMWORLD;
	float3 normal : NORM;
	float4 depthPosition : TEXTURE0;
};

struct GlobalIn
{
	float4 position : POSITION;
	float4 normal : NORMAL;
	float2 texcoord : TEXCOORD;
};

Texture2D t_map : register(t0);
SamplerState ss;

VOut VShader(GlobalIn input)
{
    VOut output;

    input.position.w = 1.0f;
	output.texcoord = input.texcoord;

	// Calculate the position of the vertex against the world, view, and projection matrices.
    /*output.position = mul(input.position, worldMatrix);
    output.position = mul(output.position, viewMatrix);
    output.position = mul(output.position, projectionMatrix);*/

	output.position = mul(input.position, viewMatrix);

	// Get Tesselation amount
	output.tessAmount = (1.0f / output.position.z) * 6.0f;

	output.position = input.position;

    output.NormalW = mul(float4(input.normal.xyz,0), mul(worldMatrix, viewMatrix));

	// Store the position value in a second input value for depth value calculations.
	output.depthPosition.xyz = mul(float4(input.position.xyz,1), mul(worldMatrix, viewMatrix)).xyz;
	output.depthPosition.w = 1.0f;

	// Per Vertex lighting
	float4 norm = normalize(input.normal);
	output.access = saturate(dot(norm, lightvec));

	output.normal = input.normal;
	
    return output;
}

//***************************************************//
//                 HULL SHADER                       //
//***************************************************//

struct HOutput
{
    float edges[3] : SV_TessFactor;
    float inside : SV_InsideTessFactor;
};

HOutput ColorPatchConstantFunction(InputPatch<VOut, 3> inputPatch, uint patchId : SV_PrimitiveID)
{    
    HOutput output;

	float tA = inputPatch[0].tessAmount;
	tA = 36.0f;

    // Set the tessellation factors for the three edges of the triangle.
    output.edges[0] = tA;
    output.edges[1] = tA;
    output.edges[2] = tA;

    // Set the tessellation factor for tessallating inside the triangle.
    output.inside = tA;

    return output;
}

[domain("tri")]
[partitioning("integer")]
[outputtopology("triangle_cw")]
[outputcontrolpoints(3)]
[patchconstantfunc("ColorPatchConstantFunction")]

VOut HShader(InputPatch<VOut, 3> patch, uint pointId : SV_OutputControlPointID, uint patchId : SV_PrimitiveID)
{
    VOut output;

    // Set the x for this control point as the output x.
    output.position =      patch[pointId].position;
    output.texcoord =      patch[pointId].texcoord;
    output.depthPosition = patch[pointId].depthPosition;
    output.access =        patch[pointId].access;
    output.tessAmount =    patch[pointId].tessAmount;
    output.NormalW =       patch[pointId].NormalW;
    output.normal =        patch[pointId].normal;

    return output;
}

//***************************************************//
//                 DOMAIN SHADER                     //
//***************************************************//

struct DOut
{
    float4 position : SV_Position;
	float2 texcoord : TEXCOORD;
	float access : ACCESS;

	float tessAmount : TSSAM;
	
	float3 NormalW : NORMWORLD;
	float4 depthPosition : TEXTURE0;
};

[domain("tri")]

DOut DShader(HOutput input, float3 uvwCoord : SV_DomainLocation, const OutputPatch<VOut, 3> patch)
{
    DOut output;

	float3 vertexPosition;
    float2 texCoords;
    float3 normal;
    float4 worldPosition;

	output.access = patch[0].access;
	output.texcoord = patch[0].texcoord;
	output.depthPosition = patch[0].depthPosition;

	vertexPosition = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position;

    texCoords = uvwCoord.x * patch[0].texcoord + uvwCoord.y * patch[1].texcoord + uvwCoord.z * patch[2].texcoord;

    normal =  uvwCoord.x * float3(0, 1, 0) + uvwCoord.y * float3(0, 1, 0) + uvwCoord.z * float3(0, 1, 0);
    normal = normalize(normal);

    float vHeight = t_map.SampleLevel(ss, texCoords, 0);
    vertexPosition += float3(0, 1, 0) * (vHeight * 2.0f);

    output.position = mul(float4(vertexPosition, 1.0f), worldMatrix);
    output.position = mul(output.position, viewMatrix);
    output.position = mul(output.position, projectionMatrix);

    output.texcoord = texCoords;

    output.NormalW = mul(normal,(float3x3)worldMatrix);
    output.NormalW = normalize(output.NormalW);

	output.tessAmount = patch[0].tessAmount;

    return output;
}

//***************************************************//
//                 PIXEL SHADER                      //
//***************************************************//

[maxvertexcount(3)]   // produce a maximum of 3 output vertices
void GShader( triangle DOut input[3], inout TriangleStream<DOut> triStream )
{
  DOut psInput;
  
  for( uint i = 0; i < 3; i++ )
  {
    psInput.position = input[i].position;
    psInput.texcoord = input[i].texcoord;
    psInput.access = input[i].access;
    psInput.access = input[i].access;
    psInput.NormalW = input[i].NormalW;
    psInput.depthPosition = input[i].depthPosition;
    psInput.tessAmount = input[i].tessAmount;

    triStream.Append(psInput);
  }

  triStream.RestartStrip();
}

//***************************************************//
//                 PIXEL SHADER                      //
//***************************************************//

struct POut
{
	float4 Diffuse  : SV_Target0;
	float4 Depth    : SV_Target1;
	float4 Normals  : SV_Target2;
	float4 Lighting : SV_Target3;
};

POut PShader(DOut input)
{
	POut output;

	// Depth
	output.Depth = float4(input.depthPosition.xyz, 1.0f);

	// Normals
	output.Normals = float4(normalize(input.NormalW), 1);

	output.Diffuse = float4(t_map.Sample(ss, input.texcoord).rgb, 1);
	output.Lighting = float4(lightcol.rgb * input.access, 1.0f);

	output.Lighting = float4(1, 1, 1, 1);

	return output;
}

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While testing the terrain shader after a while, the normals aren't being calculated normally, and I don't see why they shouldn't.

 

Or maybe I'm just stupid... Yeah it has to be that...

 

Terrain Shader:

cbuffer ConstantObjectBuffer : register (b0)
{
	matrix worldMatrix;
};

cbuffer ConstantFrameBuffer : register (b1)
{
	matrix viewMatrix;
	matrix projectionMatrix;

	float3 eyepos;
	float cppad;

	float4 lightvec;
	float4 lightcol;

	float FogStart;
	float FogEnd;
	float2 __space;

	float3 FogColor;
	float shadows;

	float SpecularIntensity;
	float3 pad3;
	float4 SpecularColor;
}


//***************************************************//
//                 VERTEX SHADER                     //
//***************************************************//

struct VOut
{
    float4 position : POSITION;
	float2 texcoord : TEXCOORD;
	float access : ACCESS;

	float tessAmount : TSSAM;
	
	float3 NormalW : NORMWORLD;
	float3 normal : NORM;
	float4 depthPosition : TEXTURE0;
};

struct GlobalIn
{
	float4 position : POSITION;
	float4 normal : NORMAL;
	float2 texcoord : TEXCOORD;
};

Texture2D t_map : register(t0);
Texture2D t_slope_flat  : register(t1);
Texture2D t_slope_slope : register(t2);
Texture2D t_slope_steep : register(t3);
SamplerState ss;

VOut VShader(GlobalIn input)
{
    VOut output;

    input.position.w = 1.0f;
	output.texcoord = input.texcoord;

	// Calculate the position of the vertex against the world, view, and projection matrices.
    /*output.position = mul(input.position, worldMatrix);
    output.position = mul(output.position, viewMatrix);
    output.position = mul(output.position, projectionMatrix);*/

	output.position = mul(input.position, viewMatrix);

	// Get Tesselation amount
	output.tessAmount = (1.0f/length(output.position + eyepos)) * 512 + 16.0f;

	output.position = input.position;

    output.NormalW = mul(float4(input.normal.xyz,0), mul(worldMatrix, viewMatrix));

	// Store the position value in a second input value for depth value calculations.
	output.depthPosition.xyz = mul(float4(input.position.xyz,1), mul(worldMatrix, viewMatrix)).xyz;
	output.depthPosition.w = 1.0f;

	// Per Vertex lighting
	float4 norm = normalize(input.normal);
	output.access = saturate(dot(norm, lightvec));

	output.normal = input.normal;
	
    return output;
}

//***************************************************//
//                 HULL SHADER                       //
//***************************************************//

struct HOutput
{
    float edges[3] : SV_TessFactor;
    float inside : SV_InsideTessFactor;
};

HOutput ColorPatchConstantFunction(InputPatch<VOut, 3> inputPatch, uint patchId : SV_PrimitiveID)
{    
    HOutput output;

	float tA = inputPatch[0].tessAmount;
	//tA = 36.0f;

    // Set the tessellation factors for the three edges of the triangle.
    output.edges[0] = tA;
    output.edges[1] = tA;
    output.edges[2] = tA;

    // Set the tessellation factor for tessallating inside the triangle.
    output.inside = tA;

    return output;
}

[domain("tri")]
[partitioning("integer")]
[outputtopology("triangle_cw")]
[outputcontrolpoints(3)]
[patchconstantfunc("ColorPatchConstantFunction")]

VOut HShader(InputPatch<VOut, 3> patch, uint pointId : SV_OutputControlPointID, uint patchId : SV_PrimitiveID)
{
    VOut output;

    // Set the x for this control point as the output x.
    output.position =      patch[pointId].position;
    output.texcoord =      patch[pointId].texcoord;
    output.depthPosition = patch[pointId].depthPosition;
    output.access =        patch[pointId].access;
    output.tessAmount =    patch[pointId].tessAmount;
    output.NormalW =       patch[pointId].NormalW;
    output.normal =        patch[pointId].normal;

    return output;
}

//***************************************************//
//                 DOMAIN SHADER                     //
//***************************************************//

struct DOut
{
    float4 position : SV_Position;
	float2 texcoord : TEXCOORD;
	float access : ACCESS;

	float tessAmount : TSSAM;
	
	float3 NormalW : NORMWORLD;
	float4 depthPosition : TEXTURE0;
};

[domain("tri")]

DOut DShader(HOutput input, float3 uvwCoord : SV_DomainLocation, const OutputPatch<VOut, 3> patch)
{
    DOut output;

	float3 vertexPosition;
    float2 texCoords;
    float3 normal;
    float4 worldPosition;

	output.texcoord = patch[0].texcoord;
	output.depthPosition = patch[0].depthPosition;

	vertexPosition = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position;

    texCoords = uvwCoord.x * patch[0].texcoord + uvwCoord.y * patch[1].texcoord + uvwCoord.z * patch[2].texcoord;

    normal =  uvwCoord.x * patch[0].normal + uvwCoord.y * patch[1].normal + uvwCoord.z * patch[2].normal;
    normal = normalize(normal);

    float vHeight = t_map.SampleLevel(ss, texCoords, 0);
    vertexPosition += normal * (vHeight * 25.0f);

    output.position = mul(float4(vertexPosition, 1.0f), worldMatrix);
    output.position = mul(output.position, viewMatrix);
    output.position = mul(output.position, projectionMatrix);

    output.texcoord = texCoords;

    output.NormalW = normal;//mul(normal ,(float3x3)worldMatrix);
    output.NormalW = normalize(output.NormalW);

	output.NormalW = normal;

	output.tessAmount = patch[0].tessAmount;
	
	output.access = dot(output.NormalW, lightvec);

    return output;
}

//***************************************************//
//                 GEOMETRY SHADER                   //
//***************************************************//

[maxvertexcount(3)]   // produce a maximum of 3 output vertices
void GShader( triangle DOut input[3], inout TriangleStream<DOut> triStream )
{
  DOut psInput;
  
  for( uint i = 0; i < 3; i++ )
  {
    psInput.position = input[i].position;
    psInput.texcoord = input[i].texcoord;
    psInput.access = input[i].access;
    psInput.access = input[i].access;
    psInput.NormalW = input[i].NormalW;
    psInput.depthPosition = input[i].depthPosition;
    psInput.tessAmount = input[i].tessAmount;

    triStream.Append(psInput);
  }

  triStream.RestartStrip();
}

//***************************************************//
//                 PIXEL SHADER                      //
//***************************************************//

struct POut
{
	float4 Diffuse  : SV_Target0;
	float4 Position : SV_Target1;
	float4 Depth    : SV_Target2;
	float4 Normals  : SV_Target3;
	float4 Lighting : SV_Target4;
};

POut PShader(DOut input)
{
	POut output;

	// Depth
	output.Depth = float4(input.depthPosition.xyz, 1.0f);

	// Normals
	output.Normals = float4(normalize(input.NormalW), 1);

	output.Position = float4(1, 1, 1, 1);

	float li = saturate(dot(input.NormalW, -lightvec));

	output.Diffuse = float4(input.NormalW, 1);

	/*
	// Sample the grass color from the texture using the sampler at this texture coordinate location.
    grassColor = grassTexture.Sample(SampleType, input.tex);

    // Sample the slope color from the texture using the sampler at this texture coordinate location.
    slopeColor = slopeTexture.Sample(SampleType, input.tex);

    // Sample the rock color from the texture using the sampler at this texture coordinate location.
    rockColor = rockTexture.Sample(SampleType, input.tex);

    // Calculate the slope of this point.
    slope = 1.0f - input.normal.y;

    // Determine which texture to use based on height.
    if(slope < 0.2)
    {
        blendAmount = slope / 0.2f;
        textureColor = lerp(grassColor, slopeColor, blendAmount);
    }
	
    if((slope < 0.7) && (slope >= 0.2f))
    {
        blendAmount = (slope - 0.2f) * (1.0f / (0.7f - 0.2f));
        textureColor = lerp(slopeColor, rockColor, blendAmount);
    }

    if(slope >= 0.7) 
    {
        textureColor = rockColor;
    }*/
	
	output.Lighting = float4(lightcol.rgb * saturate(dot(input.NormalW, lightvec)), 1.0f);

	return output;
}

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      there is no falloff. It's just all equally lit inside the circle. Why on earth, I have no idea. If someone could take a gander
      and let me know, please help, thank you so much.
      float CalculateSpotLightIntensity(     float3 LightPos_VertexSpace,      float3 LightDirection_WS,      float3 SurfaceNormal_WS) {     //float3 lightToVertex = normalize(SurfacePosition - LightPos_VertexSpace);     float3 lightToVertex_WS = -LightPos_VertexSpace;          float dotProduct = saturate(dot(normalize(lightToVertex_WS), normalize(LightDirection_WS)));     // METALLIC EFFECT (deactivate for now)     float metalEffect = saturate(dot(SurfaceNormal_WS, normalize(LightPos_VertexSpace)));     if(dotProduct > .95 /*&& metalEffect > .55*/)     {         return saturate(dot(SurfaceNormal_WS, normalize(LightPos_VertexSpace)));         //return saturate(dot(SurfaceNormal_WS, normalize(LightPos_VertexSpace))) * dotProduct;         //return dotProduct;     }     else     {         return 0;     } } float4 LightPixelShader(PixelInputType input) : SV_TARGET {     float2 projectTexCoord;     float depthValue;     float lightDepthValue;     float4 textureColor;     // Set the bias value for fixing the floating point precision issues.     float bias = 0.001f;     // Set the default output color to the ambient light value for all pixels.     float4 lightColor = cb_ambientColor;     /////////////////// NORMAL MAPPING //////////////////     float4 bumpMap = shaderTextures[4].Sample(SampleType, input.tex);     // Expand the range of the normal value from (0, +1) to (-1, +1).     bumpMap = (bumpMap * 2.0f) - 1.0f;     // Change the COORDINATE BASIS of the normal into the space represented by basis vectors tangent, binormal, and normal!     float3 bumpNormal = normalize((bumpMap.x * input.tangent) + (bumpMap.y * input.binormal) + (bumpMap.z * input.normal));     //////////////// LIGHT LOOP ////////////////     for(int i = 0; i < NUM_LIGHTS; ++i)     {     // Calculate the projected texture coordinates.     projectTexCoord.x =  input.vertex_ProjLightSpace[i].x / input.vertex_ProjLightSpace[i].w / 2.0f + 0.5f;     projectTexCoord.y = -input.vertex_ProjLightSpace[i].y / input.vertex_ProjLightSpace[i].w / 2.0f + 0.5f;     if((saturate(projectTexCoord.x) == projectTexCoord.x) && (saturate(projectTexCoord.y) == projectTexCoord.y))     {         // Sample the shadow map depth value from the depth texture using the sampler at the projected texture coordinate location.         depthValue = shaderTextures[6 + i].Sample(SampleTypeClamp, projectTexCoord).r;         // Calculate the depth of the light.         lightDepthValue = input.vertex_ProjLightSpace[i].z / input.vertex_ProjLightSpace[i].w;         // Subtract the bias from the lightDepthValue.         lightDepthValue = lightDepthValue - bias;         float lightVisibility = shaderTextures[6 + i].SampleCmp(SampleTypeComp, projectTexCoord, lightDepthValue );         // Compare the depth of the shadow map value and the depth of the light to determine whether to shadow or to light this pixel.         // If the light is in front of the object then light the pixel, if not then shadow this pixel since an object (occluder) is casting a shadow on it.             if(lightDepthValue < depthValue)             {                 // Calculate the amount of light on this pixel.                 float lightIntensity = saturate(dot(bumpNormal, normalize(input.lightPos_LS[i])));                 if(lightIntensity > 0.0f)                 {                     // Determine the final diffuse color based on the diffuse color and the amount of light intensity.                     float spotLightIntensity = CalculateSpotLightIntensity(                         input.lightPos_LS[i], // NOTE - this is NOT NORMALIZED!!!                         cb_lights[i].lightDirection,                          bumpNormal/*input.normal*/);                     lightColor += cb_lights[i].diffuseColor*spotLightIntensity* .18f; // spotlight                     //lightColor += cb_lights[i].diffuseColor*lightIntensity* .2f; // square light                 }             }         }     }     // Saturate the final light color.     lightColor = saturate(lightColor);    // lightColor = saturate( CalculateNormalMapIntensity(input, lightColor, cb_lights[0].lightDirection));     // TEXTURE ANIMATION -  Sample pixel color from texture at this texture coordinate location.     input.tex.x += textureTranslation;     // BLENDING     float4 color1 = shaderTextures[0].Sample(SampleTypeWrap, input.tex);     float4 color2 = shaderTextures[1].Sample(SampleTypeWrap, input.tex);     float4 alphaValue = shaderTextures[3].Sample(SampleTypeWrap, input.tex);     textureColor = saturate((alphaValue * color1) + ((1.0f - alphaValue) * color2));     // Combine the light and texture color.     float4 finalColor = lightColor * textureColor;     /////// TRANSPARENCY /////////     //finalColor.a = 0.2f;     return finalColor; }  
      Light_vs.hlsl
      Light_ps.hlsl
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