0
votes
0answers
29 views

DirectX9 Normal/Bump Mapping Weird Texturing Artifact

As you can see the artifact here is like a triangle of the mesh getting more light. The important part of my code is below. This is the vertex declaration. VertexElement[0].Stream = 0; ...
1
vote
1answer
21 views

HLSL 5.0 vector interpolation issues

I'm having issues with the depth components of my shadowmapping shaders. The shadow map rendering shader is fine, and works very well. The world rendering shader is more problematic. The only value ...
0
votes
2answers
94 views

Can't read .cso files but I can read their .hlsl versions?

Well I've been trying to read a .cso file to use as a shader for a DirectX program I'm currently making. Problem is no matter how I implemented a way to read the file it never worked. And after ...
0
votes
1answer
58 views

Can't read .cso files but I can read their .hlsl versions?

Well I've been trying to read a .cso file to use as a shader for a DirectX program I'm currently making. Problem is no matter how I implemented a way to read the file it never worked. And after ...
0
votes
1answer
191 views

Converting Projected Vertex Positions to Normalized Device Coordinates

I'm using directx 9 and vertex shaders to rasterize triangles...I have vertex shader input structs like this: struct VS_INPUT_Quad { float4 Position : POSITION; float2 UV : TEXCOORD0; }; and ...
3
votes
1answer
68 views

Why does my PixelShader ignore color but respond to alpha changes?

I started teaching myself some DirectX a short time ago and found something I'm confused about. For some reason, I can only get the color of the model I'm drawing to vary between black and white, ...
0
votes
1answer
105 views

How to share matrix in HLSL?

I am trying to share this across multiple effect files: matrix worldMatrix : register(vs_4_0, b0); If I set this from one effect file, will it effect every effect file which has the same type of ...
0
votes
1answer
72 views

Why would I lose the D3D device during an HLSL unroll?

I have a pixel shader that downsamples a texture from one size to another. The downsample shader uses a nested 'for' loop to traverse the uv coordinates. When the for loop executes more than four ...
0
votes
0answers
148 views

Radiosity using a hemisphere

I'm working on a radiosity processor. I'm projecting scene geometry onto a hemisphere at a high order of tessellation during a visibility pass onto a 1024x1024 render target. The problem is that the ...
2
votes
1answer
189 views

Hemispherical Projection

I'm trying to implement a radiosity processor. I'm aware of many places online to find information about radiosity. I found a great source on NVidia's website is GPU Gems - Chapter 39 . On this page ...
2
votes
1answer
249 views

What is this alpha blending result?

I'm having an exam soon and got a problem with one alpha blending exercise: BlendState BS3 { BlendEnable[0] = TRUE; SrcBlend[0] = ONE; SrcBlendAlpha[0] = ZERO; ...
3
votes
1answer
227 views

Adding false if statement to pixel shader produces a lag

One of lines in pixel shader produces a lag (lower fps). I can't understand why. if (TextureEnabled) color *= texDiffuse.Sample(texDiffuseSam, input.UV); Interesting fact is: TextureEnabled is ...
3
votes
0answers
122 views

Custom sampling points for anti-aliasing [closed]

I'm trying to write an anti-aliasing shader in HLSL, but I can't find any way to rasterize at a custom point. (in between pixels on the screen, but not orderly like supersampling) Is there any way to ...
1
vote
0answers
313 views

tex2dlod and tex2d giving different values [closed]

I've been having trouble with vertex texture fetch for a terrain system I am implementing. I'm using C++/DirectX9. I have already implemented exactly what I want as a prototype in C#/XNA and now ...
3
votes
1answer
437 views

Constant Buffer size mismatch on PS, fine on VS and GS

I have the following C/C++ struct: struct ShadowMapCB { Math::Matrix4 cropMatrix[4]; Math::Matrix4 textureMatrix[4]; float splitPlane[4]; }; and my HLSL constant buffer: ...
3
votes
2answers
254 views

Which will be faster? Switching shaders or ignore that some cases don't need full code?

I have two types of 2d objects: In first case (for about 70% of objects), I need that code in the shader: float2 texCoord = input.TexCoord + textureCoord.xy But in the second case I have to use: ...
1
vote
1answer
132 views

Texture the quad with different parts of texture

I have a 2D quad. Let say it's position is (5,10) and size is (7,11). I want to texture it with one texture, but using three different parts of it. I want to texture the part of quad from x = 5 to x ...
9
votes
4answers
1k views

Avoid if statements in DirectX 10 shaders?

I have heard that if statements should be avoid in shaders, because both parts of the statements will be execute, and than the wrong will be dropped (which harms the performance). It's still a ...
5
votes
1answer
456 views

Dealing with alpha for 2D per pixel lighting

Right now I've got a simple light shader. Every bitmap I draw goes through it to make up the scene. I only draw quads. texture tex; sampler2D s = sampler_state { texture = <tex>; ...
5
votes
3answers
604 views

Finding out what pixel on the screen the fragment falls on

In my 2D game, I render tiles. I want to do lighting without needing an extra buffer the size of the screen. Either in glsl or hlsl, what could I feed to the shader each time I render a bitmap so ...
1
vote
0answers
250 views

Full screen shader causes performance hit

I basically want to have a shader run that can do something like toon shading, or grayscale the whole screen, or radial lighting. To do this, I create a new bitmap each time the display resizes that ...
0
votes
1answer
147 views

How would I write a shader that supports 2 different texture coordinates?

Hi I am not very good with writing shaders. How would I make a shader that simply supports 2 texture coordinates so I can load up 2 different textures to be used at the same time but on different ...
0
votes
1answer
152 views

My blur gets ugly when radius too high

I have the following h and v blur: Horz texture tex; sampler2D s = sampler_state { texture = <tex>; }; int tWidth; int tHeight; float blurSize = 9.0; float4 ...
2
votes
2answers
1k views

My hlsl shader cannot unroll a loop?

I have this shader: texture tex; sampler2D s = sampler_state { texture = <tex>; }; int tWidth = 1; int tHeight = 1; int blurLength = 3; float4 ps_main(VS_OUTPUT ...
1
vote
1answer
273 views

screen coordinate not working with pixel values

I have a very simple effect file shown below. I am using this to draw 2D lines, however it is not behaving how I expected and I can't seem to get my head round why. If I draw a line that goes from ...
4
votes
3answers
2k views

Loading and using an HLSL shader?

I've been looking everywhere and all I can find are tutorials on writing the shaders. None of them showed me how to incorporate them into my scene. So essentially: Given an hlsl shader, if I were to ...
14
votes
4answers
3k views

how does HDR work?

I'm trying to understand what HDR is and how it works. I understand the basic concepts and have an slight idea of how it is implemented with D3D/hlsl. However it's still pretty foggy. Say I'm ...
1
vote
1answer
911 views

downsampling algorithm

what are the steps to perform downsampling on a texture ? I've got as far as rendering the scene to a render target, but I'm not sure as to how to then render that to a smaller texture in order to ...
4
votes
3answers
4k views

Inverting matrix in HLSL

I've got an object in HLSL and I'm using hardware instancing to render multiple copies. But I've come a bit of a cropper when it comes to the vertex normals. Currently I am not using normal mapping ...