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DMGregory
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how How can iI create a Spotlight in VertexShader. can someone help me with the processa Vertex Shader?

Texture2D texture1;
SamplerState Sampler;

struct PixelShaderInput
{
    float4 position : SV_POSITION;
    float3 normal : NORMAL;
    float2 UV : UV;
    float4 World_pos : World_pos;
       
};

struct S_L //Spotlight
{
    float3 pos;     // Position of the spotlight
    float range;    // Range of the spotlight
    float3 dir;     // Direction of the spotlight
    float cone;     // Cone angle of the spotlight
    float3 att;     // Attenuation of the spotlight (constant, linear, quadratic)
    float pad2;     // Padding for alignment
    float4 ambient; // Ambient color of the spotlight
    float4 diffuse; // Diffuse color of the spotlight
};

float4 main(PixelShaderInput input) : SV_TARGET
{
    S_L LIGHT;
    float4(abs(input.normal), 1.0f);
    float4 sampling = texture1.Sample(Sampler, input.UV);
    return sampling;
    
}
```
Texture2D texture1;
SamplerState Sampler;

struct PixelShaderInput
{
    float4 position : SV_POSITION;
    float3 normal : NORMAL;
    float2 UV : UV;
    float4 World_pos : World_pos;
       
};

struct S_L //Spotlight
{
    float3 pos;     // Position of the spotlight
    float range;    // Range of the spotlight
    float3 dir;     // Direction of the spotlight
    float cone;     // Cone angle of the spotlight
    float3 att;     // Attenuation of the spotlight (constant, linear, quadratic)
    float pad2;     // Padding for alignment
    float4 ambient; // Ambient color of the spotlight
    float4 diffuse; // Diffuse color of the spotlight
};

float4 main(PixelShaderInput input) : SV_TARGET
{
    S_L LIGHT;
    float4(abs(input.normal), 1.0f);
    float4 sampling = texture1.Sample(Sampler, input.UV);
    return sampling;
    
}

how can i create a Spotlight in VertexShader. can someone help me with the process

Texture2D texture1;
SamplerState Sampler;

struct PixelShaderInput
{
    float4 position : SV_POSITION;
    float3 normal : NORMAL;
    float2 UV : UV;
    float4 World_pos : World_pos;
       
};

struct S_L //Spotlight
{
    float3 pos;     // Position of the spotlight
    float range;    // Range of the spotlight
    float3 dir;     // Direction of the spotlight
    float cone;     // Cone angle of the spotlight
    float3 att;     // Attenuation of the spotlight (constant, linear, quadratic)
    float pad2;     // Padding for alignment
    float4 ambient; // Ambient color of the spotlight
    float4 diffuse; // Diffuse color of the spotlight
};

float4 main(PixelShaderInput input) : SV_TARGET
{
    S_L LIGHT;
    float4(abs(input.normal), 1.0f);
    float4 sampling = texture1.Sample(Sampler, input.UV);
    return sampling;
    
}
```

How can I create a Spotlight in a Vertex Shader?

Texture2D texture1;
SamplerState Sampler;

struct PixelShaderInput
{
    float4 position : SV_POSITION;
    float3 normal : NORMAL;
    float2 UV : UV;
    float4 World_pos : World_pos;
       
};

struct S_L //Spotlight
{
    float3 pos;     // Position of the spotlight
    float range;    // Range of the spotlight
    float3 dir;     // Direction of the spotlight
    float cone;     // Cone angle of the spotlight
    float3 att;     // Attenuation of the spotlight (constant, linear, quadratic)
    float pad2;     // Padding for alignment
    float4 ambient; // Ambient color of the spotlight
    float4 diffuse; // Diffuse color of the spotlight
};

float4 main(PixelShaderInput input) : SV_TARGET
{
    S_L LIGHT;
    float4(abs(input.normal), 1.0f);
    float4 sampling = texture1.Sample(Sampler, input.UV);
    return sampling;
    
}
added 2 characters in body; edited title
Source Link

how can i create a Spotlight in VertexShader. can someone help me with the process

Texture2D texture1; SamplerState Sampler;

Texture2D texture1;
SamplerState Sampler;

struct PixelShaderInput
{
    float4 position : SV_POSITION;
    float3 normal : NORMAL;
    float2 UV : UV;
    float4 World_pos : World_pos;
       
};

struct S_L //Spotlight
{
    float3 pos;     // Position of the spotlight
    float range;    // Range of the spotlight
    float3 dir;     // Direction of the spotlight
    float cone;     // Cone angle of the spotlight
    float3 att;     // Attenuation of the spotlight (constant, linear, quadratic)
    float pad2;     // Padding for alignment
    float4 ambient; // Ambient color of the spotlight
    float4 diffuse; // Diffuse color of the spotlight
};

float4 main(PixelShaderInput input) : SV_TARGET
{
    S_L LIGHT;
    float4(abs(input.normal), 1.0f);
    float4 sampling = texture1.Sample(Sampler, input.UV);
    return sampling;
    
}
```

how can i create a Spotlight in VertexShader

Texture2D texture1; SamplerState Sampler;

struct PixelShaderInput
{
    float4 position : SV_POSITION;
    float3 normal : NORMAL;
    float2 UV : UV;
    float4 World_pos : World_pos;
       
};

struct S_L //Spotlight
{
    float3 pos;     // Position of the spotlight
    float range;    // Range of the spotlight
    float3 dir;     // Direction of the spotlight
    float cone;     // Cone angle of the spotlight
    float3 att;     // Attenuation of the spotlight (constant, linear, quadratic)
    float pad2;     // Padding for alignment
    float4 ambient; // Ambient color of the spotlight
    float4 diffuse; // Diffuse color of the spotlight
};

float4 main(PixelShaderInput input) : SV_TARGET
{
    S_L LIGHT;
    float4(abs(input.normal), 1.0f);
    float4 sampling = texture1.Sample(Sampler, input.UV);
    return sampling;
    
}
```

how can i create a Spotlight in VertexShader. can someone help me with the process

Texture2D texture1;
SamplerState Sampler;

struct PixelShaderInput
{
    float4 position : SV_POSITION;
    float3 normal : NORMAL;
    float2 UV : UV;
    float4 World_pos : World_pos;
       
};

struct S_L //Spotlight
{
    float3 pos;     // Position of the spotlight
    float range;    // Range of the spotlight
    float3 dir;     // Direction of the spotlight
    float cone;     // Cone angle of the spotlight
    float3 att;     // Attenuation of the spotlight (constant, linear, quadratic)
    float pad2;     // Padding for alignment
    float4 ambient; // Ambient color of the spotlight
    float4 diffuse; // Diffuse color of the spotlight
};

float4 main(PixelShaderInput input) : SV_TARGET
{
    S_L LIGHT;
    float4(abs(input.normal), 1.0f);
    float4 sampling = texture1.Sample(Sampler, input.UV);
    return sampling;
    
}
```
added 8 characters in body
Source Link

Texture2D texture1; SamplerState Sampler;

struct PixelShaderInput { float4 position : SV_POSITION; float3 normal : NORMAL; float2 UV : UV; float4 World_pos : World_pos;

};

struct S_L //Spotlight { float3 pos; // Position of the spotlight float range; // Range of the spotlight float3 dir; // Direction of the spotlight float cone; // Cone angle of the spotlight float3 att; // Attenuation of the spotlight (constant, linear, quadratic) float pad2; // Padding for alignment float4 ambient; // Ambient color of the spotlight float4 diffuse; // Diffuse color of the spotlight };

float4 main(PixelShaderInput input) : SV_TARGET { S_L LIGHT; float4(abs(input.normal), 1.0f); float4 sampling = texture1.Sample(Sampler, input.UV); return sampling;

}

struct PixelShaderInput
{
    float4 position : SV_POSITION;
    float3 normal : NORMAL;
    float2 UV : UV;
    float4 World_pos : World_pos;
       
};

struct S_L //Spotlight
{
    float3 pos;     // Position of the spotlight
    float range;    // Range of the spotlight
    float3 dir;     // Direction of the spotlight
    float cone;     // Cone angle of the spotlight
    float3 att;     // Attenuation of the spotlight (constant, linear, quadratic)
    float pad2;     // Padding for alignment
    float4 ambient; // Ambient color of the spotlight
    float4 diffuse; // Diffuse color of the spotlight
};

float4 main(PixelShaderInput input) : SV_TARGET
{
    S_L LIGHT;
    float4(abs(input.normal), 1.0f);
    float4 sampling = texture1.Sample(Sampler, input.UV);
    return sampling;
    
}
```

Texture2D texture1; SamplerState Sampler;

struct PixelShaderInput { float4 position : SV_POSITION; float3 normal : NORMAL; float2 UV : UV; float4 World_pos : World_pos;

};

struct S_L //Spotlight { float3 pos; // Position of the spotlight float range; // Range of the spotlight float3 dir; // Direction of the spotlight float cone; // Cone angle of the spotlight float3 att; // Attenuation of the spotlight (constant, linear, quadratic) float pad2; // Padding for alignment float4 ambient; // Ambient color of the spotlight float4 diffuse; // Diffuse color of the spotlight };

float4 main(PixelShaderInput input) : SV_TARGET { S_L LIGHT; float4(abs(input.normal), 1.0f); float4 sampling = texture1.Sample(Sampler, input.UV); return sampling;

}

Texture2D texture1; SamplerState Sampler;

struct PixelShaderInput
{
    float4 position : SV_POSITION;
    float3 normal : NORMAL;
    float2 UV : UV;
    float4 World_pos : World_pos;
       
};

struct S_L //Spotlight
{
    float3 pos;     // Position of the spotlight
    float range;    // Range of the spotlight
    float3 dir;     // Direction of the spotlight
    float cone;     // Cone angle of the spotlight
    float3 att;     // Attenuation of the spotlight (constant, linear, quadratic)
    float pad2;     // Padding for alignment
    float4 ambient; // Ambient color of the spotlight
    float4 diffuse; // Diffuse color of the spotlight
};

float4 main(PixelShaderInput input) : SV_TARGET
{
    S_L LIGHT;
    float4(abs(input.normal), 1.0f);
    float4 sampling = texture1.Sample(Sampler, input.UV);
    return sampling;
    
}
```
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