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

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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
125 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, ...
0
votes
1answer
128 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
733 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: ...
1
vote
2answers
208 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
263 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
382 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 ...
0
votes
0answers
302 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
152 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
130 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
227 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
1k 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
492 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
517 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
209 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
540 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
280 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
296 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
282 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
482 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
215 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
297 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
279 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
929 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; // ...
5
votes
2answers
831 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
283 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 ...
2
votes
1answer
182 views

Nine Patch Images in DirectX

In Android development I found nine patch images very useful to draw images that have a fixed border. When the image is scaled the inner part scales, but the border stays at a fixed size. I was ...
1
vote
2answers
228 views

Diffuse light direction

I'm learning a tutorial from Rastertek about diffuse light with DX 11, here's the shader code: float4 LightPixelShader(PixelInputType input) : SV_TARGET { float4 textureColor; float3 ...
3
votes
1answer
192 views

Why are some objects not rendering properly?

Here's a button I exported from Blender into a .x format: Now here it is in the game with BasicEffect applied to everything: And now with my custom shader: And there's the problem. While the ...
4
votes
2answers
1k views

XNA 4.0 - Normal mapping shader - strange texture artifacts

I recently started using custom shader. Shader can do diffuse and specular lighting and normal mapping. But normal mapping is causing really ugly artifacts (some sort of pixeling noise) for textures ...
1
vote
1answer
886 views

2D Mask antialiasing in xna hlsl

I have two texture2d , one of these is a mask texture and have 2kind color and i use that for mask (filter) second texture2D something like float4 tex = tex2D(sprite, texCoord); float4 bitMask ...
6
votes
1answer
155 views

XNA Deferred + Forward, Depth Problem?

Im working with my deferred engine in XNA 4.0 and Im combining it with a forwardpipeline to support semi-transparency and other "forward only" effects. Let me describe what I do: Render GBuffer ...
6
votes
1answer
450 views

Changing water color based on depth

I'm looking to make a water shader that colors the water based on its depth. Up until now my water shader that I've used has basically been extremely reflective and only looked somewhat blue because ...
3
votes
2answers
281 views

Which will be faster? Switching shaders or ignore that some cases don't need full code?

I have two types of 2d objects: In first case (for about 70% of objects), I need that code in the shader: float2 texCoord = input.TexCoord + textureCoord.xy But in the second case I have to use: ...
1
vote
1answer
134 views

Texture the quad with different parts of texture

I have a 2D quad. Let say it's position is (5,10) and size is (7,11). I want to texture it with one texture, but using three different parts of it. I want to texture the part of quad from x = 5 to x ...
9
votes
4answers
1k views

Avoid if statements in DirectX 10 shaders?

I have heard that if statements should be avoid in shaders, because both parts of the statements will be execute, and than the wrong will be dropped (which harms the performance). It's still a ...
2
votes
1answer
779 views

Low-level GPU code and Shader Compilation

Bear with me, because I will raise several questions at once. I still feel, though, that overall this can be treated as one question that may be answered succinctly. I recently dove into solidifying ...
1
vote
1answer
226 views

Confusion on HLSL Samplers. Can I Set Samplers Inside Functions?

I'm trying to create a system where I can instance a quad to the screen, however I've run into a problem. Like I said, I'm trying to instance the quad, so I'm trying to use the same geometry several ...
1
vote
2answers
563 views

HLSL Pixel Shader that does palette swap

I have implemented a simple pixel shader which can replace a particular colour in a sprite with another colour. It looks something like this: sampler input : register(s0); float4 ...
1
vote
2answers
277 views

Doubling the DPI with a shader?

I'm developing a game where the map is generated with Perlin Noise, but on the CPU. I am generating some perlin noise onto a texture with a small size, and then I stretch it out to the whole screen to ...
1
vote
1answer
232 views

XNA Shader Texture Memory

I was wondering about texture optimization in XNA 4.0. Will the the contentmanager send the texturedata to the GPU directly when the texture gets loaded or do I send the texture data to the GPU when ...
1
vote
0answers
584 views

Need help transforming DirectX 9 skybox hlsl shader to DirectX 11

I am in the middle of implementing a skybox to my game. I have been following this tutorial http://rbwhitaker.wikidot.com/skyboxes-2. I am using MonoGame as a framework and in order to support both ...
2
votes
2answers
859 views

HLSL: how to get/set effectvariable to an array of structs with Direct3D10

HLSL Code: //Lights struct Light { float3 pos; float3 dir; int type; } m_aLights[3]; How can I get/set an effectvariable to m_aLights with Direct3D10? Thanks
6
votes
1answer
690 views

Partial Shader Signatures HLSL D3D11 C++

I had been debugging a problem I was having in a single shader file with 2 functions in it. I'm using DirectX 11, vs_5_0 and ps_5_0. I have stripped it down to its basic components to understand what ...
0
votes
1answer
2k views

Changing the culling mode in the HLSL effect

I'm writing a cel-shading effect in HLSL and Direct3D 11, and I need to be able to flip the culling mode on the outline pass of the effect. I know you do this in XNA by setting CullMode to CW or CCW ...
0
votes
1answer
144 views

HLSL problem with divide by homogeneous component

When I try to divide my position.z by my position.w in HLSL I get as result always 1.0f or higher. Is this a common problem for some reason? When I divide my position.x or y by the w this works fine. ...
2
votes
1answer
187 views

Why is my shadowmap all white?

I was trying out a shadowmap. But all my shadow is white. I think there is some problem with my homogeneous component. Can anybody help me? The rest of my code is written in xna Here is the hlsl code ...
1
vote
0answers
239 views

Outline Shader Effect for Orthogonal Geometry in XNA

I just recently started learning the art of shading, but I can't give an outline width to 2D, concave geometry when restrained to a single vertex/pixel shader technique (thanks to XNA). the shape I ...
0
votes
1answer
120 views

how to create texture for modelmesh?

Is there a possibiltiy to create a texture from a meshpart in xna. By getting a flat version of the mesh. So I can create a texture for it and edit that texture(via rendertarget)? I need to get the ...
4
votes
1answer
730 views

Pass large array to pixel shader

I am trying to write a Pixelshader for a curve effect in Direct2d. A curve effect maps each color channel value to a different value by using a look up table. For this effect I would need to pass 3 ...