Game Development Community

TGEA_1_0_3 shaders needed

by deepscratch · in Torque Game Engine Advanced · 01/11/2009 (2:25 pm) · 1 replies

Hi all,

I own 1.7.1 and I am trying to get atlas bumpmapping to work with it. now I have gotten as far as this

image shows, but the files in the resource that Im using

http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=13582

references "morph" and "morphT" which do not exist in the 1.7.1 shaders. I believe that with these shaders ( TGEA_1_0_3 ), I should be able to get the resource ported to 1.7.1.

anybody want to help by uploading the entire shader folder from TGEA_1_0_3?
it would be greatly appreciated.

thanks

heres a pic of what I got so far. its the barricade demo atlas

img110.imageshack.us/img110/1152/screen00000kg1.jpg

#1
01/12/2009 (8:06 am)
Handle morph/morphT as texcoords.

atlas.h

struct VertData
{
   float4 position        : POSITION;  // Our base position.
   float2 texCoord        : TEXCOORD0; // Our texture co-ordinates.
[B]float2 texMorphCoord   : TEXCOORD1; // Morph delta for TCs.
   float4 morphCoord      : TEXCOORD2; // Morph delta for geometry. [/B]
};

[B]
float4 atlasVertex(VertData IN, float4x4 modelView, float morph)
{
   // Apply morph calculations.
   float4 realPos = IN.position + (IN.morphCoord * morph);
   realPos.w = 1;

   // Transform and return.
   return mul(modelView, realPos);
}

float2 atlasTexCoord(VertData IN, float morph)
{
	return IN.texCoord + (IN.texMorphCoord * morph);
}
[/B]


VertClipMapConnectData vertClipmap( VertData IN,
                  uniform float4x4 modelView         : register(C0),
                  uniform float    morphT            : register(C49),
                  uniform float4   mapInfo[mapCount] : register(C50)
                  )
{
   VertClipMapConnectData OUT;

  [B] // Do vertex transform...
   OUT.hpos = atlasVertex(IN, modelView, morphT);

   // And get our morphed texcoord...
   float2 tc = atlasTexCoord(IN, morphT);[/B]

   // Scale texcoords.
  .......