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  1. First of all, thx for response.The project is just a one man show and i never learned the graphic and directx stuff professionally. It's just fun and hobby. I was proud about that nice video result, so i wanted to share it. Sorry about the wrong section. Technical details ? On the Blog you can download a realtime demo (no sound, including source) and i added some infos to the engine-section about the shader. Or what technical interests do you have? I could add it. And yes.. the ugly color-bending is still a problem. I have experimented with noise, but still not lucky with the result.
  2. I have implemented some new PlanetShader, Bloom, Skyboxing and a better Glow. Watch the new Video and/or Download a running Demo from the VBexEngine Blog. Have Fun !
  3. VBexEngine Here is a new video about the implemented reflected material (Deferred Planar Reflections). Take a look and have fun... :wink:   https://youtu.be/9PGfwCsi9vc ProjectBlog: https://vbexengineblog.wordpress.com/
  4. So here is the first downloadable demo-scene of my Engine-Project. It's just a very simple Demo that show's how easy it is to implement the engine. It's testet on Windows10 / Nvidia GTX1070 / AMD4500HD. .. give it a try. I am glad about every feedback if everything is running or not .   SlimDX runtimes (32 and 64) must be installed. (Microsoft .NET Framework 4.6)   Blog:https://vbexengineblog.wordpress.com/2016/12/30/basic-scene/
  5. If your Christmas tree is not decorated yet .. have a look to my Engine-Test Video  :) I wish you a Merry Christmas... Have fun and keep coding! https://youtu.be/eAaCevQmbh4     Blog: https://vbexengineblog.wordpress.com
  6. Yes that's right...  but I think my English is to bad to write all the stuff down correctly...
  7. I've Updatet my Engine and Editor-Project using SlimDX and VBnet. Have a look if you'e interested... :)   NiceVideo: https://youtu.be/8WW3Acl7qCQ   ProjectPage: https://vbexengineblog.wordpress.com/
  8. ok.. i can't get it to work like that.. so my way: - save viewpos.z to R32_Float Target - Draw Fullscreenquad\Triangle and get ViewVec (multiply position * InvProjection in VertexShader) - Scale ViewVec by saved viewpos.z That's it ! so i'm moving light calculation to ViewSpace.. that's easy and cheap.. multiply ViewPos with InvViewMatrix to get WorldPosition
  9. Somthing is wrong..  but i don't know what....  -store WorldViewDistance to R32_F -Fullscreen Quad (Positions x InvViewProjection)-WorldCamPos to get WorldRay (I'm Using Fullscreen Triangle) -Normalize Ray -Scale Ray by Distance from R32_F -add WorldCamPos     Save Length //Vertex Out.vpos = mul(pos,WorldView).xyz; //Pixel Out.ldepth = length(vpos.rgb);       FSTriangle VertexShader struct VS_OUT { float4 pos : SV_POSITION; float2 tex : TEXCOORD0; float4 vray : TEXCOORD1; }; //----------------------------------------------------------------------------- //SHADER VS_OUT VShader(uint ID : SV_VertexID) { VS_OUT Out; float4 p = float4(0,0,0,1); float2 t = float2(0,0); p.x = (float)(ID / 2) * 4 - 1; p.y = (float)(ID % 2) * 4 - 1; t.x = (float)(ID / 2) * 2; t.y = 1 - (float)(ID % 2) * 2; float4 v = float4(p.x, p.y, 1, 1); //ndc (at the back of cube) v = mul(v,InvViewProjection); v.xyz -= CamPosition.xyz; Out.pos = p; Out.tex = t; Out.vray= v; return Out; }   GBuffer part // Normalize the view ray, and apply the distance to reconstruct position float3 viewRay = normalize(vray); float viewDistance = Source2; //F32 Texture float3 positionWS = CamPosition + viewRay * viewDistance; Out.Position=positionWS But if i write the position and the reconstructed position to ColorTargets, they are not the same [sharedmedia=gallery:albums:1019]  
  10. From the album Reconstruct WorldPosition Problem

    This is a Quad with Center (0,0,0) ... Positions are written to Color
  11. From the album Reconstruct WorldPosition Problem

    This is the same Quad with Center (0,0,0) ... Positions are reconstructed and written to Color. The reconstruction is wrong
  12. From the album VBexEngine

  13. From the album VBexEngine

  14. Since i've lost my last slimdx source.. some time has passed. Now it's time to come back with a new project... I'm no professionel, but i will share my knowledge on my blog in future. Maybe sombody is interested. http://vbexengineblog.wordpress.com/ Here is my last Video of my Enviromental Camera. https://youtu.be/7NTkr5FkG2c   [sharedmedia=gallery:images:6946]   Have Fun & keep coding!
  15. So i have found the problem... in the SDK Shader the RasterizerState is set twice... That's not working right... and Culling is using the default Value technique10 RenderAlphaToCoverage { pass P0 { SetDepthStencilState( EnableDepthTestWrite, 0 ); SetRasterizerState( DisableCulling ); SetRasterizerState( EnableMultisampling ); SetBlendState( AlphaToCoverage, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF ); SetVertexShader( CompileShader( vs_4_0, VsRenderScene() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, PsAlphaToCoverage() ) ); } }