Here are two version of HLSL vertex shader input 开发者_如何学运维struct VS_INPUTS_0 { float3 Pos: POSITION;
I\'ve implemented the spiral GLSL shader described in this question in HLSL, but the results are not the same.I think it\'s because of the mod function in GLSL that I\'ve translated to fmod in HLSL.I
I\'m looking for an easy way of detecting errors in HLSL file at program compile time from visual studio. I want to add a custom build to my shader files that compiles them and make sure the build fai
I have implement the effect and Transition using pixel shader files. When i apply effect and transition separately it working fine, but if i am applying both simultaneously it is not working. How can
I am converting some code from HSLSL and XNA to CG and OpenGL. The code is for rendering volume data. But volume data is not also sampled using the same distance in each dimension, for example (0.9f,
I\'m currently writing an automated inspection system that uses scale-space representation for ridge and edge detection. It\'s currently got a software implementation, but i think GPU is the way to go
I\'ve got a question about a PixelShader I am trying to implement, and what I currently do (this is just for debugging, and trying to figure stuff out):
Currently I need a couple of textures\' worth of per-pixel data from my rendering pass (normals, depth and colour).
I\'m trying to debug the shaders in a SlimDX DirectX11 game I\'ve been coding for a while. The code runs fine and executes without a hitch (albeit seemingly ignoring my textures) and when I run an exp
I\'m using SlimDX, targeting DirectX 11 with shader model 4. I have a pixel shader \"preProc\" which processes my vertices and saves three textures of data. One for per-pixel normals, one for per-pixe