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

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3
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1answer
93 views

Do shader compilers typically know not to look up unused texture channels?

I have a texture that's from the color attachment of an FBO in OpenGL ES 2.0, so I have limited control over the number of channels in the image. Suppose I only need the color from the R channel of ...
1
vote
1answer
111 views

DirectX11 - AlphaBlending Rendering problem

So.. I completed this tutorial on the following site rastertek.com/dx11tut12.html. The tutorial is all about rendering Text in an orthographic space. Basically just 2D rendering on DirectX 11. Now ...
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0answers
41 views

My texture is doing weird, either not loaded correctly or not rendered correctly. DirectX11

I'm loading a texture from a file called owl.png. But it renders really weird. Original picture(512 X 512): But it renders like this: It's rendered on a square, that is initialized like this: { ...
0
votes
1answer
213 views

The Pixel Shader unit expects a Sampler configured for default filtering to be set at Slot 0 […]

I don't understand this error. The full output being : The Pixel Shader unit expects a Sampler configured for default filtering to be set at Slot 0, but the sampler bound at this slot is ...
2
votes
1answer
91 views

Why isn't my cbuffer updating?

I am really frustrated because my cbufer isn't updating. This is my VS: cbuffer MatrixBuffer: register(b0) { float4x4 worldViewProj; }; struct VertexIn { float4 Pos : POSITION; float4 Color: COLOR; ...
7
votes
1answer
676 views

Strange SSAO effect (wrong position/normal textures in view space?)

I try to create an SSAO effect in my game engine (DirectX 11, C++), based mainly on gamedev.net tutorial by José María Méndez. Unfortunately, it doesn't cover texture-creating problem (normals, ...
1
vote
1answer
151 views

How to pass a big (60+) amount of variables to an HLSL pixel shader?

I am in trouble at trying to pass a big amount of variables needed for my pixel shader computations. After trying and failing to link my struct to a cbuffer (data alignement mismatch) I tried passing ...
2
votes
2answers
315 views

C++ struct doesn't align correctly to a pixel shader cbuffer

To expand from my previous question, I must add I can't correctly map my C++ structs to a corresponding cbuffer inside the pixel shader. When outputing random colors defined in the struct C++ side, it ...
4
votes
2answers
742 views

Mapping a C++ struct to an HLSL cbuffer

Out of curiosity (and peace of the mind...) I wondered how DirectX decides which attribute from a struct corresponds to the right variable inside an HLSL cbuffer-register(x) (apart from the order/type ...
2
votes
1answer
56 views

How to correctly pass multiple light structures to shader stage?

I'm having some problems when passing multiple light structures to a shader stage. I'm using an array of point lights that is updated each frame. This is my code for creating the buffer ...
2
votes
0answers
69 views

How do you fix wobbling shadow edges?

I've implemented an omni-directional shadow map and I've noticed a rather unwanted behaviour on the shadows. It seems like when the angle between the occluded points and the light source is really ...
3
votes
0answers
150 views

How do I sample a cubic shadow map in DirectX 11?

I've implemented a cubic shadow map for dealing with omni-directional light sources in my scene. By defualt it produces hard shadows Obviously a shadow map with higher resolution (currently using ...
0
votes
1answer
100 views

Pass-through pixel shader not displaying properly

I'm new to shaders, HLSL and XNA in general. I'm trying to write a pass-through pixel shader but I'm experiencing some odd behaviour. I created a simple texture, shown below: Here's what I see when ...
1
vote
1answer
288 views

What's wrong with my HLSL depth shader?

I'm trying to render depth texture in XNA 4.0. I'm read few different tutorials several times and realy cannot understand what I'm doing wrong. Depth shader: float4x4 WVPMatrix; struct ...
0
votes
0answers
31 views

Device.SetRenderTarget Prevents Shader From Executing

Using DirectX 9 and C++. I'm trying to finalize this code to run a HLSL shader on in-memory data. In theory it should be working. In practice the shader doesn't run. https://github.com/mysteryx93/...
0
votes
1answer
206 views

How to Set HLSL Shader Input Textures?

Very simple question. With C++/Direct9, I'm creating a texture as RenderTarget with a full screen quad, creating a scene, setting a HLSL pixel shader, copying the image and then call Present. 1) How ...
0
votes
1answer
144 views

DX9 How to Apply HLSL Shader with StretchRect

Using DirectX 9,I'm trying to run a HLSL pixel shader on video frame data while copying it from one texture buffer to another texture buffer without displaying it. StretchRect at the end is what ...
0
votes
0answers
37 views

How to Set Compiled Pixel Shader

When compiling a shader with D3DXCompileShaderFromFile, it works. But what if the shaders are pre-compiled into .cso files? I have this function. It fails. What's the proper way of loading the pixel ...
0
votes
0answers
71 views

DX9 StretchRect to Texture Fails

Alright, I got the code almost working to copy memory data to a texture, process it with DirectX9 into another texture and copy the result back to memory. Almost all the errors are gone and the code ...
1
vote
1answer
43 views

How to Create Device with D3DFMT_A32B32G32R32F

I'm trying to create a DirectX9 device to copy video frame data from one memory buffer to another while processing it through a HLSL shader. I will need half-float or float precision for each channel. ...
1
vote
1answer
323 views

Vertex Color won't pass to HLSL shader to be rendered

I should start his question off by saying that i am a begginer in HLSL. I've borrowed some shader code for flat shading from a website i've long since lost. It's works brilliantly for textured models ...
1
vote
0answers
50 views

Texture shader using model's texture

I'm trying to get a model rendered in monogame using a texture shader. I'm using the code from this tutorial project: http://kgiannakakis.github.io/MonoGameEffects/ I created a simple textured cube ...
0
votes
0answers
182 views

Run Simple HLSL Pixel Shader with DirectX 9

I'm trying to run HLSL Pixel Shaders with DirectX 9 where I feed a texture in, run the HLSL code and copy the resulting texture back from memory. I think I'm getting pretty close, although a LOT of ...
0
votes
1answer
43 views

DirectX 11 throws out my pixel shader when I multiply verts by MVP

Been following some tutorials online for DirectX 11. I was able to successfully get a triangle to render in screen space. But the moment I add a MVP matrix, my triangle disappears! Looking at it in ...
1
vote
2answers
132 views

Will DirectCompute run this HLSL code

I found a sample about how to run a HLSL code with DirectCompute. https://code.msdn.microsoft.com/windowsdesktop/DirectCompute-Basic-Win32-7d5a7408 This is the HLSL script I want to run https://...
2
votes
1answer
312 views

Run HLSL in C++ Basic Sample

I'm considering the idea of taking shaders written in HLSL and running them in an AviSynth plugin to process videos. This would allow accessing various shaders, and also to have GPU acceleration. I'm ...
0
votes
0answers
55 views

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 ...
1
vote
0answers
128 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 ...
1
vote
0answers
232 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 ...
1
vote
1answer
109 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 ...
0
votes
1answer
295 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 ...
1
vote
3answers
74 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 ...
0
votes
1answer
73 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) { ...
0
votes
1answer
63 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 ...
0
votes
1answer
126 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) ...
0
votes
0answers
72 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, input....
1
vote
1answer
105 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 ...
1
vote
0answers
287 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 ...
1
vote
1answer
168 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 ...
0
votes
1answer
112 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 ...
0
votes
2answers
171 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 ...
0
votes
1answer
76 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 ...
0
votes
1answer
40 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 ...
0
votes
1answer
317 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: ID3D10Device::...
1
vote
2answers
65 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 ...
2
votes
1answer
775 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 ...
0
votes
0answers
34 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 * --------------------------------...
1
vote
1answer
103 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 ...
0
votes
1answer
134 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 ...
0
votes
0answers
40 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 ...