A proprietary shading language developed by Microsoft for use with the Microsoft Direct3D API.
0
votes
0answers
6 views
Project camera depth onto a 3D plane
Is it possible to project the camera depth onto a plane ?
Let me explain, if I simply transfer the depth buffer on a plane, it will always display the depth from the camera point of view. But how can ...
1
vote
1answer
69 views
Volumetric Fog Shader - Camera Issue
I am trying to build an infinite fog shader. This fog is applied on a 3D plane.
For the moment I have a Z-Depth Fog. And I encounter some issues.
As you can see in the screenshot, there are two views.
...
0
votes
1answer
57 views
What is the difference between a modelview-projection matrix and world-view-projection matrix?
So basically I wrote a shader a long time ago that uses all World and WVP matrices. Now I am working in an engine that will only give me access to ModelView, MVP, and model to world space matrices. ...
0
votes
2answers
57 views
HLSL Pixel Shader Compile, Flow Control, Instruction Count, XNA Issue
im trying to find help with an issue im having moving from the XNA 3.1 framework to XNA 4.0. The shaders I wrote for my 2D game work fine in XNA 3.1, but wont even compile in 4.0.
At first I got ...
1
vote
2answers
44 views
Defining lines from a heightmap
To a pixel shader of a 2D game, I'm passing a 1-row heightmap that holds the height in UV coordinates of evenly distributed points throughout the texture I'm drawing, but as for n points there will ...
1
vote
1answer
423 views
how to modify shadow mapping in “3D Graphics with XNA Game Studio 4.0”?
So I've been following the tutorials from the book Sean James's "3D Graphics with XNA Game Studio 4.0", and have been doing fine until i reached the shadow mapping part.
in this book it creates point ...
0
votes
0answers
38 views
Blur Shader strange behaviour
I tried to implement the blur shader shown here.
But instead of having a simple 2D texture I use Unity GrabPass function to capture what's behind the plane to have a transparent effect.
Then I apply ...
0
votes
0answers
51 views
HLSL weird floating point behavior?
I have a small ray tracer, I'm storing values in a 3d texture, when the ray goes through the next cube it checks the value from the 3d texture, then on returning this it generates a colour for that ...
5
votes
1answer
101 views
Do I need to rewrite my HLSL shaders when porting from XNA to MonoGame?
I'm looking at porting an XNA project I have to monogame, but I have a fair number of HLSL shaders. It seems that Monogame for PC uses OpenGL as the rendering backend, and I'd rather not have to ...
0
votes
2answers
494 views
how to make HLSL effect just for lighning without texture mapping?
I'm new to XNA, i created an effect and just want to use lightning but in default effect that XNA create we should do texture mapping or the model appears 'RED', because of this lines of code in the ...
2
votes
1answer
95 views
How do you add rotation to particles?
Today I was working on a particle system and I can't figure out how to give the particle billboards a rotation (so to have them spinning clockwise or counter-clockwise while facing the player). I ...
7
votes
1answer
187 views
2D Water top surface profile
I am trying to create the effect of the water surface thickness with a vertex-fragment shader.
I am in a 3D game environment but It's a scroll view so a "2D" view.
Here is a good tutorial of creating ...
5
votes
2answers
60 views
What range of values can HLSL's tex2D function return?
When using the tex2d function in a HLSL shader, as so:
float height = tex2D(heightMap, IN.texCoord).r;
What range of values can be returned to the height variable? Is it always a number between ...
2
votes
2answers
122 views
3D Distortion Effect
I'm trying to make a distortion effect similar to this:
However I'm not making a 2d screen space effect. I'm applying it to a 3d scene and I want it to be placed IN the world, so it can be blocked ...
0
votes
1answer
42 views
Shader registers for different graphics card
The title is not very explicative, so i'll try to make myself clear.
I have two "working"(on which i work on) PCs : a desktop that runs an NVIDIA GT440 an a laptop with a RADEON HD 4650. I have a ...
1
vote
2answers
79 views
In the Direct3D 9 Effect API, how do you find the texture variable linked to a sampler?
In Direct3D 9 effect files you can write a sampler state that specifies a texture variable to use, like
Texture2D g_texSkyDome;
SamplerState g_samplerSkyDome
{
Texture = <g_texSkyDome>;
...
3
votes
1answer
581 views
In HLSL pixel shader , why is SV_POSITION different to other semantics?
In my HLSL pixel shader, SV_POSITION seems to have different values to any other semantic I use. I don't understand why this is. Can you please explain it?
For example, I am using a triangle with the ...
0
votes
2answers
74 views
What are registers in HLSL for?
I've read this: http://msdn.microsoft.com/en-us/library/windows/desktop/dd607359%28v=vs.85%29.aspx but it's more of a syntax descrption and not a purpose explanation. What actually are registers in ...
0
votes
1answer
35 views
Constant buffer content packing
I've read this: http://msdn.microsoft.com/en-us/library/windows/desktop/ff476898%28v=vs.85%29.aspx#Shader_Constant_Buffer but there's not much information in it. When creating a constant buffer do I ...
3
votes
0answers
72 views
Custom sampling points for anti-aliasing
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 ...
0
votes
1answer
64 views
Are there alternatives to Vertex Tweening?
Now that I'm getting into animating 3D entities in my game, I was wondering what the best approach for this would be. I did some research and came across something called "Vertex Tweening". However, ...
4
votes
1answer
166 views
How can I use shaders to make a square have a waving effect?
I'm new to using shaders to do some fancy effects and I'm struggling with them. I'm using DirectX 11 and HLSL. I have this square in the middle of the screen:
It's just a square that I've created ...
0
votes
1answer
35 views
Weird rendering issue when applying lightmap through HLSL
I have a weird issue when trying to render the lightmaps in my game.
Please see the following screenshots.
Note how the scene looks up close with the lightmaps enabled.
Note how that same part of ...
3
votes
2answers
207 views
Techniques for reducing terrain shader complexity
My terrain shader does quite a bit, but I don't know how to break it up in any way that will reduce my instruction count without removing key features of the terrain. It does the following:
...
3
votes
0answers
105 views
Combining Effects
To be able to work efficiently with effects, isn't there a "good" way to combine multiple effects so that one effect handles stuff like "Multi texturing" and another controls the value like Ambient ...
1
vote
2answers
141 views
HLSL Multitexturing with more than 4 textures
I've come up with an idea that should work in multitexturing a terrain with more than 4 textures, up to a 64 if a supported ShaderModel is used.
I'm trying to use the RGBA color values as both values ...
1
vote
1answer
87 views
Passing multiple colors to a pixel shader in DirectX
I have a pixel shader that sets the output color based on the interaction of an input texture, sort of like:
if (case1)
{
output.Color = float4(0, 0, 0, 0);
}
else if (case2)
{
output.Color = ...
1
vote
0answers
126 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 ...
1
vote
0answers
142 views
How to achieve supersampling / anti-aliasing in pixel shaders?
I am trying to write a couple pixel shaders to apply to images similar to Photoshop effects. For example this effect: ...
0
votes
0answers
122 views
HLSL Triplanar texturing and multi texturing performance
I'm stuck for my terrain rendering shader code for DX9. I'm looking to implement triplanar texturing, a texture atlas, and blending between different textures. Right now it's working. The problem is ...
-4
votes
1answer
71 views
how can i improve this shader [closed]
I am trying to improve this vertex shader. I am wondering if anyone has any opinions on going about with it? Thank you.
struct VertexShaderData
{
float3 VertexPosition : POSITION;
float2 ...
2
votes
1answer
101 views
Switching to a vertex shader
TL;DR I need to switch from a vertex array passed to the pixel shader with a real vertex shader approach.
In my prototype, the terrain is procedurally generated and I have the following result:
...
0
votes
1answer
81 views
Adding Shader Model 3.0 support to my Direct3D9 app
So far, we've only used pixel shaders because we never needed to do any custom processing at the vertex shader level. However, the 3.0 model shader forces you to define a vertex shader. And that's ...
2
votes
2answers
174 views
Why does matrix multiplication lead to different result if it's done on CPU, compared to GPU(shader)?
If I'm calculating a "camera space" on the CPU, by multiplying the view with the projection matrix on the CPU , and afterwards multiplying the world to the result my vertices do not pass to the pixel ...
7
votes
2answers
993 views
HLSL - Creating Shadows in 2D
The way that I create shadows is by the following technique:
http://www.catalinzima.com/2010/07/my-technique-for-the-shader-based-dynamic-2d-shadows/
But I have questions to HLSL. The way that I ...
4
votes
1answer
221 views
What happens to data between vertex shader and pixel shader?
Short version: What can happen to the output of a vertex shader that leads to no(or very few) pixels being drawn, especially in relation to a perspective matrix.
Long version:
My problem refers to ...
4
votes
1answer
201 views
Applying an outline effect to primitives
I am trying to draw an outline on a collection of quads in Direct3D. I have three intersecting quads on the same plane in the following configuration:
(The different colors here are just to ...
0
votes
2answers
85 views
The saturate function is not working in my pixel shader
I wrote a pixel shader for my game and when I tried to compile it an error occurred:
ID3DXEffectCompiler::CompileEffect: There was an error compiling expression
When I removed all the saturate ...
0
votes
0answers
41 views
Cascaded Shadow Maps left handed to right handed coord system
Im trying to port the Directx SDK (june 2010) sample (CascadedShadowMaps11) into a right handed version (to later implement in my engine) but i can't figure out the math, so far i got it partially ...
3
votes
1answer
141 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
1answer
186 views
Per Instance Textures, and Vertex And Pixel Shaders?
How do you implement per instance textures, vertex shaders, and pixel shaders?
Given:
1. Two different model templates in Vertex Buffer, Square & Triangle
2. Instance Buffer with [n] instances of ...
0
votes
2answers
111 views
How to implement input-texture limited alphablending of 2 textures with HLSL?
I try to implement a HLSL shader the does the normal Alphablend with premultiplied colors (just as XNA4 does) but depending on some existing colors. One can think of adding a glow to a 2D terrain ...
0
votes
1answer
142 views
XNA 3D custom shader/effect gives shakey rendering in the distance
I am rendering a simple flat plane + texture to use as the floor for a game. I'm rendering it using a custom effect I've written.
The problem I have is that the ground in the distance gets a bit ...
5
votes
1answer
199 views
HLSL Circle all white
I have been trying to get my shader code (HLSL) to draw a simple circle but after a day and a half I am getting nowhere. It seems people are using the x^2 + y^2 = r^2 and remap texcoords but I only ...
1
vote
1answer
121 views
Blur offset artifacts
I have simple blur shader which I calculate offsets in:
Piece of vertex shader:
output.texCoord1 = input.tex + float2( texelSize * -4.0f, 0.0f );
output.texCoord12 = input.tex + float2( texelSize * ...
0
votes
2answers
154 views
HLSL compiler specification (optimizations)
Can I read somewhere about optimizations that HLSL compiler performs?
For example, in some codes I have different variables that get a constant value (just to let myself adjust the shader with other ...
2
votes
1answer
93 views
Direct3D shader compilation fails with constant buffers
I've been particularly annoyed by a 'bug' for a couple days involving D3DCompile and vertex shaders with constant buffers. I'm assuming the bug is my fault (missing flag or small nuance of the poorly ...
0
votes
2answers
364 views
HLSL shader optimization [closed]
The following HLSL shader (without preprocessing) results in 65 arithmetic operations (see below). Can the same effect achieved with <=64 operations?
// Center of "light"
float x;
float y;
// ...
4
votes
2answers
367 views
Rain drops on screen
I am trying to make simple rain drop effect on screen.Something like this
http://fc00.deviantart.net/fs20/f/2007/302/5/6/Rain_drops_by_rockraikar.png
My idea is to:
Create small drop shaped normal ...
1
vote
1answer
183 views
MultiTexturing by neighbouring points textures
Visual example:
I've been trying to understand multitexturing for a while now, I've created a terrain generator but have no need for height just yet and I still want one texture to blend over to ...

