VertexShader - parameter / matrix editions

I'm trying to implement a simple shader mask for my 2D engine and I have several problems to make it work.

Basically the shader takes two images and two matrices and tries remap back the position of vertices in the vertex sprites to the position of the local space mask then calculates the local uv coordinates for the mask, but I'm stuck with a few calculations base here.

Bug 1: Divisions of the core hardware vertex work not at all. That's why I put invertedMaskSize (which is 1.0 / 128,0) in the shader (but we already know that )

Bug 2: interpolated vars must be float4, float2 isn't possible (it's a pretty old bug as well)

I tried the following changes in the shader. The shader posted here, just try to display the uv coordinates resulting. No texture is used.

Case 1:

float4 ((vertexPos.x + halfMaskSize.x) = interpolatedMaskUV * invertedMaskSize.x, (vertexPoss.y + halfMaskSize.y) * invertedMaskSize.y, 0.0, 0.0);

The output is as follows: http://dev.nulldesign.de/plain_uvcoords.PNG Just like you expect! Perfect, we'll proceed.

Case 2:

Change the halfMaskSize and the invertedMaskSize to float2 and set the parameters in the form of two vectors of length two of course in ACE. Output: http://dev.nulldesign.de/float2_uvcoords.png

Case 3:

Masking test, the multiplication of matrices. First calculate the position of the global space of the vertex:

float4 worldSpacePos = float4 (vertexPos.x, vertexPos.y, 0.0, 1.0) * objectToClipSpaceTransform;

It maps then back to the local space of the mask:

float4 localMaskSpacePos = worldSpacePos * maskObjectToClipSpaceTransform;

And calculating the uv coords:

float4 ((localMaskSpacePos.x + halfMaskSize.x) = interpolatedMaskUV * invertedMaskSize.x, (localMaskSpacePos.y + halfMaskSize.y) * invertedMaskSize.y, 0.0, 0.0);

For the test, I put the maskObjectToClipSpaceTransform in contrast to the objectToClipSpaceTransform. In theory and on paper, it should work.

But, I think, something is happening in disorder and maybe the maskObjectToClipSpaceTransform is screwed in the shader, just as when I put the halfMaskSize and the invertedMaskSize to float2. The result is the following: http://dev.nulldesign.de/local_uvcoords.png and I don't have any idea how to resolve this...

< languageVersion: 1.0; >
texture core materials
<
namespace: "ND2D_Shader";
Seller: "nulldesign;
version: 1;
>
{
top of entry float2 uvCoord
<
ID: "PB3D_UV";
>;

top of entry float2 vertexPos
<
ID: "PB3D_POSITION";
>;

parameter float2 uvOffset;
parameter float4x4 objectToClipSpaceTransform;
parameter float4x4 maskObjectToClipSpaceTransform;

If the float2 value, strange things happen

parameter float4 halfMaskSize;
parameter float4 invertedMaskSize;

interpolated float4 interpolatedUV;
interpolated float4 interpolatedMaskUV;

Sub evaluateVertex()
{
not used in the current test...

interpolatedUV = float4 (uvCoord.x + uvOffset.x, uvCoord.y + uvOffset.y, 0.0, 0.0);

float4 worldSpacePos = float4 (vertexPos.x, vertexPos.y, 0.0, 1.0) * objectToClipSpaceTransform;

does not work as expected

float4 localMaskSpacePos = worldSpacePos * maskObjectToClipSpaceTransform;

float4 ((localMaskSpacePos.x + halfMaskSize.x) = interpolatedMaskUV * invertedMaskSize.x,)
(localMaskSpacePos.y + halfMaskSize.y) * invertedMaskSize.y,.
(0.0, 0.0);
}

image4 input textureImage;
image4 input textureMaskImage;
parameter of float4 color;

output float4 result;

Sub evaluateFragment()
{
just view the uv coords

result = float4 (interpolatedMaskUV.x, interpolatedMaskUV.y, 0.0, 1.0);

/*
texel sample = float4 (textureImage, float2 (interpolatedUV.x, interpolatedUV.y), PB3D_2D |) PB3D_MIPNEAREST | PB3D_CLAMP);
float4 texel2 = sample (textureMaskImage, float2 (interpolatedMaskUV.x, interpolatedMaskUV.y), PB3D_2D |) PB3D_MIPNEAREST | PB3D_CLAMP);

result = float4 (texel.r * color.r,)
Texel.g * color.g,.
Texel.b * color.b,.
Texel.a * color.a * texel2.a);
*/
}
}

I know that we are working with an old version of four months of pb3d and I hope that a new version will be out soon and maybe all these bugs that I have met are already solved, but if it isn't... Here is an another shader to fix

I just discovered another question when I worked through your example. If you have a parameter that is used by the kernel of vertex and a parameter that is used by the material evaluateVertex of the core function, they must have different names, even though they are supposed to be the same value. The particular setting that gave me the wrong is objectToClipSpaceTransform. I use it in my kernel of vertex standard, but it is also used in your example as an input to the function evaluateVertex.

We have not yet worked which is the right way to deal with this situation, for the moment, the work around is to make sure that the settings are two different names.

Bob

Tags: Pixel Bender

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