So a vertex shader is executed for each vertex and a fragment shader for each fragment (right?). How many times is a geometry shad开发者_如何学运维er executed?It\'s executed once for each primitive (
I\'m new a HLSL and I\'m trying to understand a pixelate sample. However, I haven\'t been able to find a reference about how a couple of operations are. Here is the shader example:
I want to do some calculations on a 8bit image sent by a camera, and I just can\'t figure out the way to access them.
I have this strange problem with the sampler in the pixel shaders. When I sample from a sampler into an empty float4 variable I always get black/transparent color back. So if I use this I get a black
I\'m trying to code a \"perlin\" noise shader in NVidia FX Composer. However, no matter how I tweak the noise function, it returns either 100% white or 100% black. I have no clue how to solve this or
I\'ve got a question regarding ComputeShader compared to PixelShader. I want to do some processing on a buffer, and this is possible both with a pixel shader and a compute shader, and now I wonder if
I\'m trying to write a very simple shader that adds random sparkle to applicable objects. The way I\'d like to do this is by adding a random shade of white (R = G = B) to the pixel value within the pi
What is the best way to turn turn off (using PixelBender) colors that fall within a certain range. For example, turn off all colors between 0x00开发者_Python百科00FF and 0x00FFFF. Thanks for your help
Do you know how can I write simple shader (hlsl) to compare two images ? I want to get on result percent of similarity ? Is it posible to use shaders in this case ? Can I for example count red pixels
What is the best way to hide specific (interpolated) color ranges? For example, I have a gradient that goes from blue > cya开发者_C百科n > yellow > red. What I need is to hide blue > cyan, yellow > re