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plurals
  1. POWeird vertexshader/pixelshader glitch
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    <p>i've got a little problem with my water effect</p> <p>as you can see <a href="http://img23.imageshack.us/img23/6127/psglitch.png" rel="nofollow noreferrer">here</a>, it doesn't show up the right way. another <a href="http://img142.imageshack.us/img142/1696/27198215.png" rel="nofollow noreferrer">screen</a> with a diffrent texture applied shows the error in the transform something more clearly my HLSL code:</p> <pre><code>V2P vs(float4 inPos : POSITION, float2 inTex: TEXCOORD) { V2P Output = (V2P)0; float4x4 viewproj = mul (matView, matProjection); float4x4 worldviewproj = mul (matWorld,viewproj); float4x4 reflviewproj = mul (matRLView, matProjection); float4x4 reflworldviewproj = mul (matWorld, reflviewproj); Output.Position = mul(inPos, worldviewproj); Output.RLMapTex = mul(inPos, reflworldviewproj); return Output; } P2F ps(V2P PSIn) { P2F Output = (P2F)0; float2 ProjectedTexCoords; ProjectedTexCoords.x = PSIn.RLMapTex.x / PSIn.RLMapTex.w /2.0f + 0.5f; ProjectedTexCoords.y = -PSIn.RLMapTex.y / PSIn.RLMapTex.w /2.0f + 0.5f; float2 ProjectedRefCoords; ProjectedRefCoords.x = ( PSIn.Position.x / PSIn.Position.w) /2.0f + 0.5f; ProjectedRefCoords.y = (-PSIn.Position.y / PSIn.Position.w) /2.0f + 0.5f; Output.Color = tex2D(samRLMap, ProjectedTexCoords); return Output; } </code></pre> <p>the reflection map is rendered on a render target while flipping the y value of the eye along the waterheight. (and with up vector 0,-1,0)</p> <p>so, my question: what could be the cuase of this?</p>
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