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group : microsoft.public.win32.programmer.directx.graphics.shaders      view archive
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Forever     Sun, 20 Jan 2008 12:50:56 -0800
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Mosaic Effect : Problemof lines in output generated by Pixel Shader     Wed, 19 Dec 2007 20:32:05 -0800 (PST)
Hello, I have tried out the following Pixel shader code to create a Mosaic Effect when a texture is applied for a simple rectangle. (Clamp U, V addressing and Linear Filtering is being used for the texture) : sampler2D s0 : register( s0 ); float4 mainPS( float2 vTex : TEXCOORD0 ) : COLOR0 { if( vTex ...

Perlin Noise...     Thu, 13 Dec 2007 03:36:53 -0800 (PST)
Any information will be well appreciated... Iam trying to create a shader with the effect looking like a mable and wood together. Almost like a tiger. I thought to use the Noise function in my Pixel shader. Can I do that? and if so what does it mean that the Noise only operates for texture shaders? Does th ...

Porting from RenderMonkey to DirectX     Tue, 27 Nov 2007 09:40:47 -0800 (PST)
Ive download RenderMonkey which is pretty cool. Iam trying to take the plastic shader and put it on a cube in DirectX. All I did was export as Directx in RenderMonkey and then try to connect all the handles. Do I have to add Light handles ? and remove Elephant line as well of course since its going on a cube ...

floating point textures     Mon, 19 Nov 2007 23:59:23 +0100
Hi all I have this simple hlsl SM3 pixelshader that renders the value 0 (black) to a 512*512 32-bit floating point rendertarget texture. All is fine (after some minor issues) on a GF6800 but on my ATI X1300 the values at the bottom of the texture are wrong (0, 144, 144, 62 for ABGR). Does anyone know of ( ...

Blank Screen     Thu, 15 Nov 2007 05:15:28 -0800 (PST)
Hello, Iam a newbie to HLSL and DirectX9 Iam trying to get use too DirectX and HLSL.fx Ive created a shader and it compiles fine. Now when I attach it to DX9 I get a blank window. Just black window nothing in the window. Help and any suggestions on books for learning both shaders in HLSL and DirectX9. tha ...

Use texture in vertexshader without ID3DXEffect     Thu, 8 Nov 2007 18:34:00 -0800
I found that I can use texture sampler in vertexshader easily with ID3DXEffect. But our company is not using ID3DXEffect. Does any one know how to use texture sampler in vertexshader without ID3DXEffect? BTW I have used SetTexture(D3DVERTEXTEXTURESAMPLER0, tex). Thank you. ...

Light position in screen space     Mon, 5 Nov 2007 04:01:01 -0800
Hey, I have the light position in world space. How do I convert this into screen space in the vertex shader? ...

more than 8 input texture coordinates     Sun, 23 Sep 2007 16:40:42 -0500
Hello, I need 9 textures as input for a pixel shader. It's actually always the same texture, but moved by one pixel, so the output pixel x gets the input pixel x-4 to x+4. With Pixel Shader 2 you can only have 8 texture coordinates, but in PS 3, there are 10 input registers. There is no D3DFVF_TEX9; how ...

Reducing shader load time     Fri, 24 Aug 2007 17:17:49 -0400
We're using native C++ & DirectX 9 and I'm looking for a way to reduce our the shader load times. We have a relatively large number of shader permutations in our engine and we probably load upwards of 10,000 small permutations to the card at startup. IO is not a problem -- it's only a 2 or 4 MB and the data ...


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