A proprietary shading language developed by Microsoft for use with the Microsoft Direct3D API.

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HSLS shader for floating point (grayscale) textures

I have the following problem: Input data is a float[], representing a 2D texture with floating point values (I need the dynamic range to be larger than 255), e.g. size 100x200. I would like to ...
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22 views

Issues with 2D raycasting lighting under limitations of HLSL 3.0 pixel shader

I've been writing my own HLSL pixel shader for dynamic lighting using raycasting. Unfortunately, since I'm using this out of XNA, I can only use up to ps_3_0. As you can see, the limitations ...
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16 views

how to rotate a 3d instance using an HLSL shader

ok, im experimenting a little with HLSL shaders, i have the following code for a vertex shader, it is used to render a few instances of a 3d model. Let's say i want to rotate these instances on their ...
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1answer
42 views

Weird member of float4 structure in the HLSL

I have encountered a weird x.wwww component of the float4 x vector in a HLSL code. I haven't seen such a member or member function of float4 structures in HLSL, so please tell me what is the meaning ...
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1answer
74 views

HLSL identity matrix multiplication not producing identical output

I'm debugging my very simple shader and it's led me to a point where, as a quick test, I'm performing a multiplication of my position vector with an identity matrix. If I don't perform this ...
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3answers
23 views

How to sample a texture with specified LOD in SM 2.0?

That is my question, in SM 3.0 there is the HLSL intrasic function tex2Dlod to pick a color on a texture2d at specified coords and specified level-of-detail. But after long search on the web, I don't ...
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1answer
25 views

How to set a struct as a Direct3D9 vertex shader constant?

I have a vs_2_0 shader like this: struct ConstantBuffer { float4 diffuse; float4 specular }; shared uniform ConstantBuffer g_cb : app_constantBuffer; void PS(out float4 Color: COLOR0) { ...
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19 views

In HLSL pixel shader, why am I getting [-256.0, 256.0] values in SV_POSITION input?

My question is basically in my DirectX11 pixel shader, why am I getting a range of values from -256.0 to 256.0 in the SV_POSITION input instead of the supposed values from 0.0 to ViewportWidth and 0.0 ...
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43 views

Shader - Simple SSS lighting issue

I am trying to create a simple subsurface scattering effect using a shader but I am facing a small issue. Look at those screenshots. The three images represents three lighting states (above surface, ...
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1answer
53 views

Sample() returns (0, 0, 0) for normal map 90% of frames

I'm having some trouble reading the values from my Normal map in my lighting fragment shader. The relevant part of the shader code is as follows: Texture2D NormalGB : register(t0); Texture2D ...
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1answer
102 views

Shader - Color blending

I would like to know how to blend colors in a specific way. Let's imagine that I have a color (A) and an other color (B). I would like to blend them in such a way that if I choose white for the (B) ...
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38 views

How to sample png heightmap in HLSL

I am working on simple parallax shader and I have problem with sampling height texture for value. My aproach amples texture and give me RGB values of picture: tex2D(TextureHeightSampler, ...
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1answer
60 views

Shader - Convert vector into scalar

I am trying to convert a half3 as a simple half but I am facing an issue. As for an example half3(1, 0, 0) give me white but half3(0, 1, 0) gives me black. How can I convert properly a half3 to a ...
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0answers
81 views

tex2Dlod to limit max mip level to use for a texture (atlas)

I'm developing a 3D multitexturing terrain engine in C# on Monogame (XNA) plateform. I would like my engine works on Windows XP or upper, so on DirectX 9c minimum. Monogame allow me to build a DirectX ...
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1answer
84 views

3D GUI Shader Problem

So I want to create one of these in my directX11 project. The little axis there that shows you the direction. I have a nice 3d shader for my world geometry that I tweaked from Frank D. Luna (He ...
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1answer
40 views

When does DirectX convert a vertex/pixel's depth from range Near-Far to 0-1?

When I output a vertex from a vertex shader, it seems to have a world-space-ish mapping. Vertices about 1 unit away have about 1 unit as their Z value. When we input into the pixel shader, the depth ...
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2answers
115 views

Draw many flashlights' focused lights' “circles” on a voxel engine map (and other objects)

So, I've been searching the internet for a while and I still didn't understand how to create a flashlight's "circle" in front of the camera over other objects. I found the following links: using ...
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0answers
46 views

How can I avoid transposing matrices and still use more efficient dp4's instead of a mul and 3 mad's?

I'm using the 'correct' matrix-vector multiplication form (M*v) as recommended here. All my matrices in shaders are prefixed with 'column_major'. This line of HLSL code: hPos = mul( ...
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1answer
50 views

DirectX11 Shader issue

I am currently having issues with HLSL shaders. I am trying to implement point lights but I am getting unusual data when debugging the shader in Visual Studio. I have read on several sites that say ...
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1answer
29 views

HLSL Shader Optimilation with MAD(m,a,d)

I understand that the expression x = m*a+d is most efficiently written as x = mad(m,a,d) because at the assembly level only one instruction is needed rather than a multiply and add separately. My ...
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1answer
81 views

Input Assembler - Vertex Shader linkage error

I'm new to HLSL and have been struggling with this problem for a while and I can't figure it out. I'm getting the below error a number of times in the debug window: D3D11 ERROR: ...
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2answers
34 views

Update single variable in DirectX Shader

I am trying to update a single variable within a CBuffer but I am unsure of how to do this. I have a LightingBuffer which is passed to the GPU containing, ambient color, diffuse color etc and I want ...
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24 views

DirectX 11 Compute Shader Thread Order

I want to implement a simple blurring method using multiple texture taps using a compute shader. The shader simply assigns a pixel color based on several near-by pixels in another texture. I would ...
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1answer
172 views

HLSL Pixel Shader for Depth Only Pass

I'm using DirectX 11 and shader model 5. There are many tutorials online for writing engines and shaders for shadow mapping. I have found an issue which seems to have a hard to find answer. Typical ...
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26 views

converting HSLS gives error

I'm using the following parser: https://github.com/unknownworlds/hlslparser I also have the following code: /* * Bo Sun, Columbia University, All rights reserved * ...
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1answer
90 views

How can I test if one point can “see” another point. (XNA)

I want to test if my enemy can see the player, however I want this to be pixel-perfect. I already have all of the solid objects drawing into a separate render state. It should be noted that every ...
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103 views

DirectX Compute shader (HLSL) makes texture black

Hello this is my first question on this forum :) When using compute shader in directx to change the color to blue the texture only gets black. I really don't understand what the problem could be and I ...
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1answer
84 views

XNA Distortion Shader problem

So I came up with a distortion pixel shader in hlsl, but it has some issues. First of all, here is how it works: The shader uses another texture generated by the program as a distortion "map" (if ...
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20 views

Multisampled Nearest Filtering in PS 2.0 is it possible?

My game involves blocky, pixelated 3D textures. When using nearest neighbor filtering with a texture sampler, I get the desired result of nicely pixelated textures -- with the caveat that hard lines ...
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1answer
60 views

What will happen if the argument of mix() or clamp() is above 1 or below 0?

There's two magnificent intrisincs: mix() in GLSL and clamp() in HLSL, which are used to implement linear interpolation. Let's say we have a variable: float v = ?; // where ? can be [-FLOAT_MAX, ...
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1answer
58 views

Binding an Instance Matrix with an InputLayout

If I want to bind an instance matrix to a vertex shader, how do I go about it? For example, here is a super-simple VS input: struct VS_IN { float4 Position : POSITION; row_major float4x4 ...
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77 views

Multi-textured terrain XNA-monogame

I'm developing a TerrainEngine for my project and I have some issues with the multi-texturing part. I already tried some techniques but it doesn't match with my TerrainEngine's conception. My ...
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1answer
63 views

Normalizing a homogeneous 3d point

As I've seen corruption in geometry, why is it a bad idea to normalize a homogeneous (divide by w) the vertex position returned from vertex shader? Update Vertex shader: // float4 pos : ...
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1answer
185 views

FXC: Error X3501: 'main': entrypoint not found

I am trying to compile a vertex shader using VS2013, but every time I try, FXC returns the following error: Error error X3501: 'main': entrypoint not found I've reduced the vertex shader to its ...
2
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1answer
112 views

VS2013: Compiling Shaders with Shader Model 5.0

When I try to compile two HLSL files included in my project, the compilation fails with an error: Error error X4502: invalid vs_2_0 input semantic 'INSTANCE' However, I notice it's trying to use ...
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1answer
76 views

What are .fxo and .cod files for?

I've been reading about shaders and looking at code. I found this in the code I'm looking at and it obviously has "Basic.fxo" there. BasicFX = new BasicEffect(device, L"FX/Basic.fxo"); Now my ...
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1answer
208 views

D3D11/C++ Inaccuracies in uv interpolation in pixel shader. How to avoid?

I'm trying to draw a quad with a texture onto the screen such that texels and pixels perfectly align. Sounds pretty easy. I draw 2 triangles (as TRIANGLE_LIST, so 6 vertices) using these shaders: ...
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0answers
40 views

Encoding Floats to RGBA and Blending causing artifacts

I am using float packing to encode a float value inside a RGBA texture because I don't have access to float texture unfortunately. Here are the function I am using for encoding and decoding. inline ...
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69 views

How can I add sphere falloff to my specular lighting implementation?

I'm using point light in my game and tried to add specular lighting. It looks good but when standing close to wall player can clearly see where lights end. Image from front: Image when near wall: ...
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1answer
82 views

Encoding Float to RG/RGBA and Blending

Encoding a float value inside a RG or RGBA texture is very interesting and useful but it is also become quite useless when you use blending as the result and the values might be altered because of ...
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1answer
58 views

How is this particular HLSL condition treated with respect to compile- or run-time evaluation?

Let's say I have this very simple pixel shader (cbuffers and other stuff omitted) float4 PS(VertexOut pin, uniform bool useLighting) : SV_Target { float4 retColor = gDiffuseMap.Sample( sampler0, ...
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2answers
143 views

Can someone explain to me how setting shader parameters aren't a bottleneck?

I am trying to understand this. So I have a bunch of models that need to be rendered. Each model most likely has various "sub meshes" with their own diffuse, specular, etc textures. So for each of ...
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0answers
65 views

Blending Lightmaps and Dynamic Texture Shadows in HLSL

I'm using Gile[s] as my lightmapper and my engine can execute HLSL scripts with DirectX 9. I would like to accomplish something like this for performance reasons. I was told that this technique can ...
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1answer
62 views

Need help creating points in an array

I'm creating a lightning geometry shader using hlsl that creates an array of points based on an arbitrary number of generations. The gist of what I want to accomplish is here: ...
2
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1answer
63 views

The way of avoiding branching for textured and not-textured objects

I know that branching is an expensive operation on GPU (not as much as it used to be, but still). The most common situation where I use branching is when I have both textured and non-textured ...
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0answers
143 views

HLSL 5.0 assembly shows tons of ieq / add / or instructions for array indexing in loop

First of all, I have to apologize for the long code samples, but their content is not so important. Besides they are really simple and I tried to comment as much as possible. I'm working on a pixel ...
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3answers
205 views

2D HLSL World position

I'm trying to get world position from my vertex shader to my pixel shader so that I can disable the shader once a preset X coordinate has been passed (no shading once I'm over X). Getting the screen ...
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1answer
180 views

Directx: HLSL Texture based height map. (Shader 5.0)

I'm trying to implement a GPU based height map the simplest (and fastest) way that I know how. I passed a (.png, D3DX11CreateShaderResourceViewFromFile()) texture into the shader, and I'm attempting ...
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0answers
191 views

Screen Space Decals Normal Mapping [closed]

I'm trying to implement screen space decals with normal mapping support. Up to this point I'm able to project decals into my scene. I'm even able to sample from the normal map in decal space. I ...
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1answer
113 views

How to diagnose the problem when the input assembler and the vertex shader look correrct, but the Output Merger is wrong? [closed]

I'm porting some OpenGL code to Direct X 11. I ended up with nothing being drawn on the screen. I reverted to a simple program, which I am writing about here. I'm now trying to use the Graphics ...