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

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79 views

How do I render into a sub-region of a texture atlas with XNA / HLSL?

Is it possible to render into a texture atlas? I've been wondering how to reduce the number of textures required for shadow-mapping, and came across a blog post here about rendering up to sixteen ...
3
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1answer
87 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, ...
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1answer
118 views

SetFloat() in HLSL shader (effect) has no effect - variables stay at 0

I have a problem wherein I'm trying to set two simple float variables in my shader. I have a dozen other shaders in this project where it works fine, but for some reason, I've got a bug in this one ...
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1answer
165 views

What does [dynamic] do in HLSL

Here's an example (this if() is inside of a for loop, which itself has the [unroll] attribute): [dynamic] if (n.x > 1.0f || n.x < -1.0f || n.y > 1.0f || n.y < -1.0f || n.z < 0.0f || ...
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1answer
1k views

Issue with interpolation on a burn shader (lerp and smoothstep)

I'm trying to create a simple burn shader. See here for more info on the method I'm using. However, I don't get why replacing the smoothstep with a lerp results in completely different results. Am I ...
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1answer
478 views

Instancing with the SharpDX toolkit

I am starting on the graphical portion of my project and before I begin I need to get Instancing working. I can do instancing with SharpDX, but not with the Toolkit Models. The main reason I want to ...
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1answer
120 views

XNA Render Targets Depth Testing

I imagine this is a problem that gets asked quite often, but reading up on it I can't seem to get a definitive answer on how to solve it. I've got two HLSL shaders (I've simplified them in the ...
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1answer
171 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 ...
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3answers
1k views

How can I create a glitter effect?

I am trying to create a glittering effect for my realtime shader but I don't know how. Here is one example, and another example. What technique can I use to implement this?
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0answers
419 views

How does this bezier curve rendering shader determine if a curve is concave or convex?

I have read an article about rendering quadratic splines on a GPU with a shader. The algorithm is explained like this: For each quadratic Bézier curve we use Bézier control points of the curve to ...
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1answer
336 views

Is it possible to compile both VS and PS in a single file in VS2012?

VS2012 has a built-in option for compiling *.hlsl files at compile time (e.g. to check for errors). But from what I've seen it requires me to provide the entry point (function) name for each file. ...
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1answer
305 views

Rendering Textured Terrain With SharpDX Toolkit [closed]

So i recently moved from XNA to SharpDX Toolkit and started with some basics. The 2d part was easy since nearly nothing has changed but im really struggeling with the 3d part. For example i wanted to ...
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6answers
19k views
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1answer
1k views

How to get pixel coordinates between 0,1 from SV_POSITION [duplicate]

I am new to HLSL and Directx. I was trying to write a simple gradient Shader by modifying one of Microsoft samples. 1.I can not understand why SV_POSITION is float4? If it is pixel coordinates ...
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1answer
304 views

Why does my blur shader implementation produce this strange result?

I tried to implement the blur shader shown here. Instead of having a simple 2D texture I use Unity's GrabPass function to capture what's behind the plane to have a transparent effect. Then I apply ...
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1answer
87 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 ...
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3answers
2k views

What are registers in HLSL for?

I've read this document about HLSL registers, but it's more of a syntax description and not a purpose explanation. What are registers in HLSL, actually? How and when do I use them? What happens if I ...
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1answer
380 views

Is multipass rendering possible with SpriteBatch?

I'm trying to implement a bloom effect. This requires three shader passes: a brightness threshold, a horizontal blur, and a vertical blur. It also requires resizes, but these are irrelevant to the ...
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1answer
114 views

rrr subcsript for float type

I'm a little confused with this construction: float sdcolor = MyColor.r; // MyColor has float4 type float rcolor = sdcolor.rrr; // .ggg or .bbb isn't working return float4(rcolor , rcolor , rcolor , ...
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2answers
750 views

How to make HLSL effect just for lighting without texture mapping?

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 effect file: ...
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1answer
472 views

How can I export models from 3DX Max into XNA?

I am looking for a way to import my 3D models (including materials and shaders) from 3D Studio Max to XNA. For example, if I have a model with diffuse, bump, reflection textures and values (through ...
0
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1answer
174 views

Multiplying matrices in HLSL

I have code that calculates a position like this in HLSL: output.ShadowPos = input.VertexPos; output.ShadowPos = mul(output.ShadowPos, gWorld); output.ShadowPos = mul(output.ShadowPos, ...
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2answers
558 views

Rendering everything with a shader when only squares are needed?

I am building a game that is tile-based (filled with glowy vector squares). Right now, I am considering using instancing for drawing these, but I would like to know if there is a faster approach. The ...
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1answer
398 views

How can I handle the combination of multiple shader effects?

To be able to work efficiently with effects, is there a good way to combine multiple reusable "base" effects to achieve a more complex final result? For example, say I have an effect that handles ...
12
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1answer
400 views

Accounting for waves when doing planar reflections

I've been studying Nvidia's examples from the SDK, in particular the Island11 project and I've found something curious about a piece of HLSL code which corrects the reflections up and down depending ...
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3answers
362 views

Does passing uniform constants from technique into shader cause branches?

I am trying to find a way to organize my evergrowing number of shader techniques/functions (I am coding in sm_3.0). One way is to do this: float4 PS_Crossroads(PS_INPUT input, uniform bool ...
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1answer
248 views

Using tex2Dlod to determine the appropriate size of the texture

We have a top-down game with fixed camera position. We also use orthographic projection so every model in the game will always be viewed from the very same angle and from the very same distance. The ...
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1answer
211 views

How do I draw an isoline in a shader with a triangle topology?

I have some problems with my displacment. So I would like to have a simple little isoline starting in every triangles face center of the mash pointing in the direction of the corresponding faces ...
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1answer
207 views

HLSL postprocessing for day to night (DTN)

I am trying to implement a "day-to-night"-filter (as commonly used in cinema) for a 2D game (XNA) by using a full screen HLSL pixel shader. The aim is to transform any bright and colorful image into a ...
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3answers
148 views

how do I modify Texture2DArray values in shader

I'm using HLSL Shader Model 5.0. I'm using a Texture2D with the vertex positions for a mesh. In the Shader I'm trying to displace patchepositions along the normal of the patches I'd like to actualize ...
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1answer
407 views

How does HLSL handle clip(vector)?

My goal is to convert clip() to GLSL, version 1.5. I'm currently doing a basic: if (x < 0) discard; But if x is not a scalar, obviously I can't use the "<" operator. So I'm wanting to ...
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1answer
451 views

Is this GLSL equivalent to this HLSL?

I was wondering if the both shader codes are equivalent. So the question is, is this GLSL vNormal = mat3(FUSEE_ITMV[0].xyz, FUSEE_ITMV[1].xyz, FUSEE_ITMV[2].xyz) * fuNormal; Equivalent to this ...
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1answer
252 views

Does HLSL implement Shader Model LOD instruction?

The DX Shader Model 5.0 has a lod instruction. It returns "the LOD (level of detail) that would be used for texture filtering". Does HLSL have a built-in intrinsic that can do the same? I know I ...
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2answers
244 views

XNA hlsl tex2D() only reads 3 channels from normal maps and specular maps

Our engine uses deferred rendering and at the main draw phase gathers plenty of data from the objects it draws. In order to save on tex2D calls, we packed our objects' specular maps with all sorts of ...
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1answer
755 views

Rendering oily/polluted water?

Any shader wizards out there have an idea of how to achieve an oily/polluted water effect, similar to this: Ideally, the water would not be uniformly oily, but instead the oil could be generated ...
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0answers
184 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 ...
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1answer
369 views

HLSL What you get when you subtract world position from InvertViewProjection.Translation?

In one of NVIDIA's Vertex shaders (the metal one) I found the following code: // transform object normals, tangents, & binormals to world-space: float4x4 WorldITXf : WorldInverseTranspose < ...
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0answers
281 views

write to depth buffer while using multiple render targets

Presently my engine is set up to use deferred shading. My pixel shader output struct is as follows: struct GBuffer { float4 Depth : DEPTH0; //depth render target float4 Normal : COLOR0; ...
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2answers
1k views

How AlphaBlend Blendstate works in XNA 4 when accumulighting light into a RenderTarget?

I am using a Deferred Rendering engine from Catalin Zima's tutorial: His lighting shader returns the color of the light in the rgb channels and the specular component in the alpha channel. Here is ...
5
votes
1answer
355 views

What light attenuation function does UDK use?

I'm a big fan of the light attenuation in UDK. Traditionally I've always used the constant-linear-quadratic falloff function to control how "soft" the falloff is, which gives three values to play ...
0
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1answer
155 views

HLSL How to flip geometry horizontally

I want to flip my asymmetric 3d model horizontally in the vertex shader alongside an arbitrary plane parallel to the YZ plane. This should switch everything for the model from the left hand side to ...
9
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1answer
346 views

Fast lighting with multiple lights

How can I implement fast lighting with multiple lights? I don't want to restrain the player, he can place an unlimited number and possibly overlapping (point) lights into the level. The problem is ...
2
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2answers
3k views

Computing pixel's screen position in a vertex shader: right or wrong?

I am building a deferred rendering engine and I have a question. The article I took the sample code from suggested computing screen position of the pixel as follows: VertexShaderFunction() { ... ...
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1answer
652 views

Using multiple passes in OpenCL .net

I'm new to opencl but I have some experience using HLSL. In HLSL multiple passes are used when you need to finish a computation before moving on to the next step. I would like to know how this sort ...
0
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1answer
127 views

Storing few values in an int - small gain

This might be a bit hard-to-answer question, but... I had a DirectX::XMFLOAT3 as a vertex attribute. I have changed it to just an int by placing the 3 floats into int (using only 8 bits per float). In ...
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1answer
404 views

Color grading, shaders and 3d textures

I'm trying to implement color correction with the 3d lookup table. The lookup table is actually just a 2d texture 256x16 and consists of 16 squares which one is 16x16. When it comes to rendering, I ...
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2answers
603 views

HLSL's Tex2D for GLSL?

I am trying to port a HLSL shader to GLSL. I'm just not quite sure how to convert this line: outA += Input.Color.a * tex2D(s, Input.TexCoord.xy + float2(-4.0 * pxSz.x * blurSize,0)).a * 0.05; ...
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1answer
870 views

What does HLSL's tex2D return at (0,0)?

I'm trying to understand the mapping of texels to pixels, especially in the context of pixel shaders. I already found out the following: When I define a standard quad with vertices at integer ...
2
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1answer
220 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 ...
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1answer
588 views

XNA & HLSL - rendering a model with its original materials (colors)

I am currently trying to code my own HLSL effect file, in order to render an FBX model I made with Autodesk maya, and to which I have applied some materials (colors). before trying to write an effect ...