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group : microsoft.public.win32.programmer.directx.graphics.shaders      view archive
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Guassian Quad     Tue, 22 Nov 2005 09:16:51 -0500
Hi, Since most hw don't support this, I would like to do it myself. How is it implemented in the REF device? I'm assuming it works with a filter kernel so a region of texels need to be read in, then it's a matter of summation weight0 * texel0 + weight1 * texel1 + ...... Is this correct? ...

How to get screen coordinate within point sprites in pixel shader?     Sat, 19 Nov 2005 01:14:01 -0800
Dear all, I'm new to shader programming. I have some problem about the point sprites, I assign the size of a point sprite in vertex shader, then, I want to get each pixel's screen coordinate of the sprite in pixel shader: struct VS_OUTPUT { float4 Position : POSITION; float2 ScreenPos : TEXC ...

.fx effect files - Are shader programs that are #include'ed reused     Fri, 18 Nov 2005 22:03:02 -0800
Given this common .fx that defines some vertex shader program: // Some vertex shader in HLSL VS_OUT SomeVertexShader(VS_IN in) { ... } And an .fx files that includes that vertex shader program: // Effect file 1 #include "SomeVertexShader.fx" technique 0 { pass 0 { VertexShader = compi ...

Error X4556: Error: invalid register 'i0' in register binding.     Wed, 16 Nov 2005 01:58:35 GMT
That's the error I'm getting from the following bit of vs_2_0 HLSL: int nDirIndex : register(i0); int nDirCount : register(i1); int nPointIndex : register(i2); int nPointCount : register(i3); If I remove register(i0), I get error X4556: Error: invalid register 'i2' in register binding. And if I remo ...

How do I write a vertex shader for point sprites?     14 Nov 2005 15:46:30 -0800
Can someone please tell me how to write a vertex shader for point sprites? ...

Modulus in VS HLSL     Sun, 13 Nov 2005 23:43:06 -0800
Hi In a vertex shader, i need to compute a 2D position from a 1D offset. The code is like this : float x = offset % image_width; // offset is an integer value from stream source. float y = floor(offset / image_width); In Debug/Ref drivers, it's ok. But in Retail/Ref, x and y are biaised, why ? ...

deinterlace in pixle shader     Fri, 11 Nov 2005 18:26:08 +0100
hi all, i just got an idea to make deinterlace effect for my 3D video player in pixel shader. Is there some code/example to start with? thanks ...

Using an effect, when to set textures, passes, ect...     Thu, 10 Nov 2005 10:09:16 -0500
Right now I do the following to use a technique: effect->SetTechnique(); effect->SetTexture(); // set more textures effect->Begin( &nPasses, 0 ); // drawing commands here effect->End(); In the near future I want to render a bunch of textures+geometry using the same effect sequentia ...

Shader debugger     Sun, 6 Nov 2005 15:53:27 -0800
Hi I was wondering why, if working with Visual Studio 2005 the shader's debugger isn't accessible anymore? ...

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