Like thus:
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In the image you can see that the bottom of the geomtry is green while at the top is goes to cyan. All is well.
Now when I move the camera around strange of artifacts pop-up, as if someone is doing "divide color by 2" or even "divide color by 4" (this happens when the faces are (sort-of) coplanar with the camera direction and when zooming out)
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Here is the Vertex Shader. Doesn't do much. It transforms the vertex position and outputs it, along with the reciprocal of zExtends.y and the position (untransformed).
Code: Select all
VS_OUTPUT VShade(VS_INPUT In)
{
VS_OUTPUT Out = (VS_OUTPUT) 0;
// apply world-view projection on vertex position
Out.Pos = mul(mWorldViewProj,In.Pos);
Out.Tex0.y = 1.0 / zExtends.y; // zExtends.y holds the y-max of the whole terrain (while y-min is always 0.0)
Out.Tex1 = In.Pos;
return Out;
};
Here is the vertex shader. POSITION is mandatory, TEXCOORD0 holds the reciprocal of the y-max of the terrain, TEXCOORD1 holds the (untransformed) position.
Code: Select all
PS_OUTPUT VPixel(float4 Position : POSITION, float4 TexCoord : TEXCOORD0, float4 pos : TEXCOORD1)
{
PS_OUTPUT Output;
float uz = saturate(pos.y * TexCoord.y);
float4 texColor = tex2D(s_2D, float2(uz,0.0));
Output.RGBColor = texColor;
return Output;
};
Now, can anybody explain what is causing the artifacts??
It is strange since if I were to change the pixel shader to this (where I simply use the unity scalar as each color component):
Code: Select all
PS_OUTPUT VPixel(float4 Position : POSITION, float4 Diffuse : COLOR0, float4 TexCoord : TEXCOORD0, float4 pos : TEXCOORD1, float3 normal : TEXCOORD2)
{
PS_OUTPUT Output;
float uz = saturate(pos.y * TexCoord.y);
Output.RGBColor = float4(uz,uz,uz,1.0);
return Output;
};