Tagged Questions

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

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2
votes
0answers
129 views

Stereo 3D: drawing 2D elements at apparent screen depth

I'm developing an application making use of DirectX11's stereoscopic features. At such I am not relying on nVidia's automatic implementation. That means I have to replicate a way to render 2d elements ...
3
votes
1answer
182 views

When are HLSL literals taken as a float and integer?

float2 uv = float2(fX % 1, fY % 1) * 1/16; In the above example 1/16 is treated as a float, multiplying the float2 by 0.0625, but in: float2 uv = float2(fX % 1, fY % 1) * 1/16 + float2(1/16,0); ...
2
votes
1answer
75 views

Is it possible to retrieve shader function names associated with a technique pass using the DirectX Effect API?

For example, given the pass pass p0 { SetVertexShader(CompileShader(vs_4_0, VSFunction())) SetPixelShader(CompileShader(ps_4_0, PSFunction())) } Ss it possible to retrieve the names ...
2
votes
2answers
167 views

Are global shader variables slower than texture look ups?

I want to send quite a bit of data to the GPU, the data will never change (or will change very rarely) after it has been created. Is there a performance impact to using global shader variables or ...
0
votes
1answer
185 views

Volume raycaster problems HLSL

Hi this is my first question here so if I fail to include some necessary piece of information please dont rip my head off. ^^ I can't seem to get my volume raycaster to workt properly. I've been ...
0
votes
1answer
77 views

Vertex and Fragment Shader worldNormal

How to access/calculate worldNormal in a Vertex and Fragment shader ? Thanks a lot !
0
votes
1answer
137 views

Angle to Vector3?

I am working on getting my directional lights to match the sun in my atmospheric scattering shader. I have a float that ranges from 0 to 6.28 (TwoPi). How would I calculate a vector3 from this angle? ...
4
votes
2answers
128 views

When to apply AA as post?

I'm working with a deferred shading technique. I have diffuse, normal and depth buffers, which I combine for the final scene composition. Where and when exactly do I apply an anti-aliasing pass (such ...
2
votes
2answers
70 views

XNA HLSL Exclude texture?

I'm going through HLSL tutorials and I have lighting and texturing setup. Right now in my shader I take a texture, but if I leave that variable blank it gives me an error. Half of my models have ...
2
votes
1answer
194 views

Shader Variable Types

I have a simple question. what are the meaning of : half4 myHalf; myHalf.yyyy; myHalf.xxzz; // or myHalf.yw Thanks a lot !
3
votes
0answers
167 views

SSAO Distortion [closed]

I'm currently (attempting) to add SSAO to my engine, except it's...not really work, to say the least. I use a deferred renderer to render my scene. I have four render targets: Albedo, Light, Normal, ...
2
votes
1answer
93 views

Why is it when I render a basic cube, my editor's grid changes too?

I have one HLSL file for DirectX11 that only has input layout for color and position. Then another HLSL file for the simple cube that has position, normal and textures. What I noticed is when I render ...
0
votes
1answer
744 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
243 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
1answer
1k 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. ...
1
vote
2answers
63 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
230 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 ...
6
votes
1answer
708 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 ...
2
votes
1answer
543 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 ...
5
votes
2answers
760 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 ...
8
votes
1answer
607 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 ...
2
votes
2answers
300 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
132 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 ...
3
votes
3answers
1k 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 ...
0
votes
1answer
609 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
125 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 ...
0
votes
1answer
121 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
2answers
390 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
125 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
713 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: ...
4
votes
1answer
257 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 ...
1
vote
1answer
258 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
2answers
203 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
0answers
362 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 ...
4
votes
1answer
548 views

How do I 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: But I noticed there is aliasing in my resulting image (the above image is a ...
0
votes
0answers
289 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 ...
3
votes
1answer
148 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
129 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
225 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 ...
4
votes
1answer
473 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
500 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
206 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 ...
3
votes
1answer
511 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
274 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
272 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 ...
5
votes
1answer
464 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
211 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
1answer
272 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 ...
0
votes
2answers
285 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
254 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 ...