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Dark GDK / Shader Question: adding TEXCOORDs

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Crasher
11
Years of Service
User Offline
Joined: 30th May 2012
Location:
Posted: 5th Jun 2012 04:33
Hello all,
I downloaded the ultimate shader pack and am playing with some shaders, namely Evolved's normal mapping. I am modifying it take cube mapping as well and have encountered my first hurdle: when the output structure is modified from this:

to this


The GDK seems to throw up and simply not render the object. Note, the unmodifed code works perfectly so its not my implementation. Things I have tried: switching to the October 2010 update and changing the shader versions from

to
Morcilla
21
Years of Service
User Offline
Joined: 1st Dec 2002
Location: Spain
Posted: 9th Jun 2012 11:24
It should be working.
Full code is needed to test, maybe you can post it.

Crasher
11
Years of Service
User Offline
Joined: 30th May 2012
Location:
Posted: 11th Jun 2012 11:05
Its working now. Apparently there is a limited number of texcoords you can have in the output and I exceeded that limit for that pass. To work around it I added another pass and made a new output structure with my new texcoords. Using this I have a normal mapping on the first pass and cube mapping on the second pass, combining the two effects.

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