newbie question - rGet texture coord in pixel shader
Tue, 13 Sep 2005 10:34:24 +1000
Hi,
In my FVF there two set of texture coords.(tu,tv)and (tu1, tv1). I use NO
vertex shader.
I use SetTextureStageState(0,TSS_TEXCOORDINDEX,0)
and SetTextureStageState(1,TSS_TEXCOORDINDEX,1)
to associate the texture coord with the stages.
In my pixel shader, I try the following for testing
ps_1_4
...
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frc assembler instruction fails in vertex shader.
Mon, 12 Sep 2005 20:38:44 GMT
(posted in one other location)
The problem is I can not get the fraction instruction 'frc', to work in the
vertex shader. It works as expected in the pixel shader.
I create a pulse train so I know if I'm on and even pixel or an odd pixel.
Proceedure:
1. create a ramp from the vertex texture coordinates sca ...
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Large scalar lookup table in a pixel shader
Mon, 12 Sep 2005 11:36:38 -0400
I would like to come up with a way to create a very large lookup texture for
transforming scalar data into color. Right now I create a LUT texture that's
the max texture width (usually 2048 or 4096) and one pixel tall. I sample
the data texture then lookup up the result in the LUT texture. In order to
pres ...
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Static Variable in Shaders
Tue, 30 Aug 2005 11:04:02 -0700
I have declared local vertex shader variable as static. Here is HLSL code
fragment:
static float SVar;
SVar += 20;
WPos.y = WPos.y - SVar;
You see, technique has two passes and each pass should render mesh 20 pts.
lower on y-axis ( PosW is world position vector; static variable is declared
in ...
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Using Compiled Shaders
Mon, 29 Aug 2005 17:25:18 -0400
If I compile my vertex and pixel shaders using fxc, how can I use its
binary output in my program? I'm not using effects, so I imagine
D3DXCreateEffect won't help, and I can't find anything similar for
normal vertex and pixel shaders.
Thanks,
Gary ...
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HLSL Vertex Shader with same result as standard lighting
27 Aug 2005 06:15:06 -0700
Hi,
I want to mix a custom vertex shader used for geometry instancing with
the standard lighting of Direct3D. As some objects in the scene might
look similar, the lighting result must look the same. Is there
somewhere a code sample for the standard lighting of Direct3D in HLSL
code? My attempts always look ...
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