Is it possible to access depth buffer via pixel shader 2.0 in DX 9.0c? I\'ve google\'d a bit and the only solution I\'ve found describe GPU hack that works only on GeForce 6 & 7.
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\'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 have two vectors of a large, but arbitrary (v1.length need not equal v2.length), number of points, and I want to pairwise multiply them. Because this is the main bottleneck in a large loop of AS3 co
I have a shader that looks like this: void main( infloat2pos: TEXCOORD0, inuniform sampler2Ddata: TEXUNIT0,
I have pass-through vertex and fragment shaders. vertex shader void main(void) { gl_TexCoord[0] = gl_MultiTexCoord0;
So what I need is simple: each time we perform our shader (meaning on each pixel) I need to calculate random matrix of 1s and 0s with resolution == originalImageResolution. How to do such thing?开发者
So I look onto OpenGL ES shader specs but do not see such... For example - I created simple \"pinch to zoon\" and \"rotate to turn around\" and \"move to move center\" HYDRA pixel bender filter. it c
I\'ve got a pixelshader (below) that i\'m using with XNA. On my laptop (crappy graphics card) it runs a little jerky, but ok. I\'ve just tried running it on the xbox and it\'s horrible!