Heightmap Displacement
Author: | u7angel |
Date: | 16 Jul, 2010 |
Category: | effect |
Credits: | Desaxismundi / "displace.fx" by Sanch |
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64bit
DX11 version
Another fix, see comments
Small fix for Amount-Pin
Description

deform a mesh by texture with normals and texturing the new Version has a additional Phong Directional LightSource
Comments
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Hi, Awesome work. I really like it. This is a very good way to show your creativity.
http://vvvv.org/sites/default/files/user-files/vs%20ps%20Displacement_with_Normals.zip
Hey Desaxi, I´ve seen you uploaded a new version of your shader. What did you change?
minor changes...as spotted by antokhio.
Adding this to a patch gives me an instant bluescreen, what are the minimal requirements for this?
seems fine here
He milo, I've been trying to do the same, thanks for the hint towards this Sobel-Filter stuff ... I've been trying to do the calculation in VS.
Small fix though: Neighbouring-Pixel-Calculation ignores amount-Pin for Displacement. 0 or negative values seemed pretty awkward.
So I changed
float tl = abs(tex2D (SampDisplace, In.TexCddispla +texelSize * float2(-1, -1)).x);
to
float tl = tex2D (SampDisplace, In.TexCddispla +texelSize * float2(-1, -1)).x*amount;
and so on ...
Hope I didn't break anything, but looks good.
Normals were computed for Displacement along Y-Axis, but all helppatches displaced along Z-Axis. Also I changed the float4 normals' w-component to 0 ...
I changed this line: float4 N = float4(normalize(float3(dX, 1.0f/normalStrength, dY)), 1.0f);
to
float4 N = float4(normalize(float3(dX, dY, 1.0f/normalStrength)), 0);
hi, is there any way to make this work with fog renderstate in dx9? thx!