View Full Version : Texture shift in normalmap shader

08-17-2005, 11:25 PM
I have been using ARB vp&fp to do normalmap bump, the shader file looks like this:

!!ARBvp1.0 OPTION ARB_position_invariant;

ATTRIB iTex0 = vertex.texcoord[0];
ATTRIB tangent = vertex.texcoord[1];
ATTRIB bitangent = vertex.texcoord[2];
ATTRIB normal = vertex.normal;

PARAM mvi[4] = { state.matrix.modelview.inverse };

TEMP lightpos, lightvec,temp;

DP4 lightpos.x, mvi[0], state.light[0].position;
DP4 lightpos.y, mvi[1], state.light[0].position;
DP4 lightpos.z, mvi[2], state.light[0].position;

SUB lightvec.xyz, lightpos, vertex.position;

DP3 result.texcoord[1].x, lightvec, tangent;
DP3 result.texcoord[1].y, lightvec, bitangent;
DP3 result.texcoord[1].z, lightvec, normal;
MOV result.texcoord[0], iTex0;

PARAM lightcolor = state.light[0].diffuse;
PARAM ambient = state.light[0].ambient;
TEMP normal, temp, lightvec, texel;
TEX texel, fragment.texcoord[0], texture[0], 2D;
TEX normal, fragment.texcoord[0], texture[1], 2D;
MAD normal, normal, 2.0, -1.0;

DP3 temp, normal, normal;
RSQ temp, temp.x;
MUL normal.xyz, normal, temp;

DP3 temp, fragment.texcoord[1], fragment.texcoord[1];
RSQ temp, temp.x;
MUL lightvec, fragment.texcoord[1], temp;

DP3_SAT temp, normal, lightvec;
MAD_SAT result.color, lightcolor, temp, ambient;
MUL_SAT result.color, texel, temp;

It works well on a static model, but when I apply it to a model which is deformed by bones, I notice the texture(maybe as well as the normal map) on some polygons is shifted sometimes, which looks like the texture coordinate is modified. It only shows up for a few frames from time to time, so it is quite hard for me to track it down. But as far as I know, I am not doing anything to change the texture coord, I'm confused here. Does anyone know things like that?

09-07-2005, 10:28 AM
Are you sure your tangent basis constructor is working correctly? A switch in handedness or transformation devilry can send the whole thing south.

Zulfiqar Malik
09-08-2005, 08:38 AM
You will have to update your tangent space whenever your vertex data changes, otherwise you will get lighting artifacts.