Are there any IDE's for developing HLSL code? The three key features I want are:
1) syntax highlighting
2) auto-complete
3) interaction debugging
Visual Studio doesn't do any of these things, and it doesn't seem that RenderMonkey or FX Composer do either.
Is there some IDE that I'm not aware of, or does one of these three IDE's actual...
When executing a pixel shader under Direct3D, do the limits on texture coordinates imposed by MaxTextureRepeat only become an issue during calls to texture lookup functions such as Tex2D(), or do they come into play anytime the texture coordinates are accessed within the shader?
I wish to know whether it's possible to avoid the MaxTextu...
Hello there! When using GLSL vertex shaders, a way to let the shader work as a fixed-function pipeline is to call the:
ftransform();
function. Is there a similar function for HLSL's vertex shaders?
Thank you
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Something that at least would add code syntax coloring?
HLSL 3 preferably.
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Does anybody know what the nearT value corresponds to in the pixel shader? Bjorke doesnt explain it anywhere in the article.
Also, there is a line;
float c = dot(IN.LightingPos,IN.LightingPos) - 1.0;
that I am not quite sure what the purpose of this would be. Is this actually a typo in the article?
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Can anyone recommend an algorithm for a HLSL Pixel Shader (for WPF or Silverlight 3) to do a stippling effect? Here are some examples: http://www.nolinovak.com/, http://sprouls.com/
...
I've set
m_lpD3DDevice->SetRenderTarget(0,Buffer1);
m_lpD3DDevice->SetRenderTarget(1,Buffer2);
m_lpD3DDevice->SetRenderTarget(2,Buffer2);
and if I render the pixelshader only affects the first render target.
It's output structure is
struct PS_OUTPUT
{
float4 Color0 : COLOR0;
float4 Color1 : COLOR1;
float4 Color2...
I have made a simple webcam based application that detects the "edges of motion" so draws a texture that shows where the pixels of the current frame are significantly different to the previous frame. This is my code:
// LastTexture is a Texture2D of the previous frame.
// CurrentTexture is a Texture2D of the current frame.
// Differenc...
I've been reading a lot about deferred shading and want to try and get into it. Problem is I can't find a sample which demonstrates how deferred shading can support so many lights simultaneously - I found one demo which was very simple with a single light in Code Sampler and an nVidia HDR sample butnothing beyond that.
Would anyone know...
In d3d9types.h in the _D3DRENDERSTATETYPE struct the last 3 types are:
D3DRS_SRCBLENDALPHA = 207, /* SRC blend factor for the alpha channel when D3DRS_SEPARATEDESTALPHAENABLE is TRUE */
D3DRS_DESTBLENDALPHA = 208, /* DST blend factor for the alpha channel when D3DRS_SEPARATEDESTALPHAENABLE is TRUE */
D3DRS_BLEN...
I currently have a deffered rendering system setup and can render point lights and directional lights. My question is what are my options for different forms of shadowing which can make shadows based on point lights and directional lights which can maybe make use of a deffered shading setup?
...
float4x4 matInvViewProj;
float4 GetPointPosition(float2 Tex0)
{
float4 PosImageSpace;
PosImageSpace.xy = float2(Tex0*2-1);
PosImageSpace.z = tex2D(DepthTextureSampler,Tex0).r;
return mul(PosImageSpace,matInvViewProj);
}
That's a part of my pixelshader. Why is there a compiler error?
I'm compiling it in ps_3_0.
Without ...
In HLSL there's a lot of matrix multiplication and while I understand how and where to use them I'm not sure about how they are derived or what their actual goals are.
So I was wondering if there was a resource online that explains this, I'm particularly curious about what is the purpose behind multiplying a world matrix by a view matri...
I'm working with DX9/SM3 at the moment, and the MSDN documentation on HLSL samplers seems to be sorely lacking in explaining how to use the different sampler types. What's worse is they try to cover DX9 and DX10 in a single article, so they jumble together all the keywords:
sampler Name = SamplerType { Texture = <texture_variable>; [...
I have a piece of HLSL code which looks like this:
float4 GetIndirection(float2 TexCoord)
{
float4 indirection = tex2D(IndirectionSampler, TexCoord);
for (half mip = indirection.b * 255; mip > 1 && indirection.a < 128; mip--)
{
indirection = tex2Dlod(IndirectionSampler, float4(TexCoord, 0, mip));
}
return in...
Hi,
I'm trying to read the output from a geometry shader which is using stream-output to output to a buffer.
The output buffer used by the geometry shader is described like this:
D3D10_BUFFER_DESC vbdesc =
{
numPoints * sizeof( MESH_VERTEX ),
D3D10_USAGE_DEFAULT,
D3D10_BIND_VERTEX_BUFFER | D3D10_BIND_STREAM_OUTPUT,
...
Can someone explain the different between Pixel Bender in Flash and Pixel Shader(HLSL) in Silverlight in terms of programming flexibility and run-time performance?
...
I'd like to write a pixel shader that takes an input image, and converts all of the colors of one Hue range (i.e. HSV) into another Hue Range.
My motivation is simple: I want to color a bunch of different textures differently, but i don't want to color the entire texture, just the portion with a hue in a specific range. That way, I can...
If I have the vertex normals of a normal scene showing up as colours in a texture in world space is there a way to calculate edges efficiently or is it mathematically impossible? I know it's possible to calculate edges if you have the normals in view space but I'm not sure if it is possible to do so if you have the normals in world space...
Hi all,
I'm kind of stuck here, I guess it's a bit of a brain teaser. If I have numbers in the range between 0.5 to 1 how can I normalize it to be between 0 to 1?
Thanks for any help, maybe I'm just a bit slow since I've been working for the past 24 hours straight O_O
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