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

learn more… | top users | synonyms

2
votes
1answer
819 views

How to set TextureFilter to Point to make example Bloom filter work?

I have simple app that renders some particles and now I am trying to apply the bloom shader from the xna samplers ( http://create.msdn.com/en-US/education/catalog/sample/bloom ) to it, but I am ...
5
votes
2answers
948 views

Spin/Rotational Blur

How do I perform a circular/rotational/spin blur on an image - using DirectX9.0 and HLSL? For example:
2
votes
1answer
456 views

tiled map - changing textures? (XNA HLSL)

I have successfully created a tiled map of various textures. Right now, i had a Vector4 in my own custom Vertex declaration deciding what texture each of the tiles should be. This is working perfectly....
1
vote
1answer
737 views

Rendering fancy particles?

I'm making a tower-defense game for Windows (not phone) in XNA. I've seen this video of another tower-defense game for Windows Phone that uses particle effects, which I really like. They change color,...
9
votes
1answer
4k views

Wave ripple effect?

I've been working on a tower-defense game for some time now, and so far I am really satisfied with the results. However, there's one thing I'd like to add. I've seen a video of GeoDefense for Windows ...
9
votes
1answer
10k views

DirectX11, how do I manage and update multiple shader constant buffers?

Alright, I'm having a hard time grasping how constant buffers are bound to a pipeline stage and updated. I understand that DirectX11 can have up to 15 shader-constant buffers per stage and each buffer ...
3
votes
1answer
659 views

Increasing resolution of a texture?

I'm doing some experiments on my own to improve my general skills with HLSL and so forth. In other words, I'm not doing any serious game development, but only looking to expand my knowledge within the ...
6
votes
1answer
967 views

XNA HLSL - what happens if I grab a pixel outside a texture?

I'm using the tex2D function of HLSL, and I am wondering what will happen if I try to grab a pixel from a pixel coordinate outside of my texture (as an example 1.1). Will it clamp? Will it repeat the ...
1
vote
1answer
1k views

XNA - Getting HLSL pixel of current render target?

I'm setting a render target in XNA using the following lines of code: Game.GraphicsDevice.SetRenderTarget(physicsTexture); Game.GraphicsDevice.Clear(Color.White); noiseEffect....
0
votes
1answer
1k views

D3D11 - Setting multiple ID3D11SamplerStates for the pixel shader stage once and leaving them be

In my Direct3D 11 application, I am using several sampler states to retrieve texture data. Some of them are used in all pixel shaders, some of them are only used in very specific ones. The question ...
20
votes
2answers
1k views

Weird white outline around model

I'm working on a game in XNA 4 and I recently switched to a deferred shading implementation following this guide. A strange white outline is showing up on my models now and I'm not sure whats causing ...
16
votes
7answers
978 views

Spawning units in a world made by Perlin noise?

There's some issues that I've come across in my Perlin noise-based game. Take a look at the attached screenshot below. The white areas you see are walls, and the black areas are walkable. The ...
3
votes
1answer
4k views

Why can't I add a float4 read from a Texture2D.Sample in the Vertex Shader?

These lines work (compile fine): float4 offset = HeightMap.Sample(HeightSampler, input.Texcoord); input.Position.xyzw += float4(0, 1, 0, 0); These do not (any use of offset together with input/...
1
vote
1answer
485 views

Perlin noise example the same on CPU as GPU?

I am looking for an example site with a Perlin Noise implementation in both CPU and GPU, that generates somewhat the same results in those two places. I see many CPU implementations of Perlin Noise, ...
5
votes
1answer
883 views

Perlin noise - copying the algorithm on the CPU?

I have successfully made a Perlin noise algorithm on the GPU. It works as expected, and generates great results. Now, as part of the physics calculations in my game, I need to replicate the exact same ...
3
votes
2answers
453 views

Textures do not render on ATI graphics cards?

I'm rendering textured quads to an orthographic view in XNA through hardware instancing. On Nvidia graphics cards, this all works, tested on 3 machines. On ATI cards, it doesn't work at all, tested on ...
4
votes
3answers
3k views

Loading and using an HLSL shader?

I've been looking everywhere and all I can find are tutorials on writing the shaders. None of them showed me how to incorporate them into my scene. So essentially: Given an hlsl shader, if I were to ...
3
votes
1answer
278 views

Write to one channel of R16G16 texture on Xbox

I was going to draw my shadow map into one channel of a 16 bit texture and then draw a different shadow map into another channel of the same texture. I realized that this might not be possible to do ...
2
votes
1answer
2k views

How to make a custom semantics HLSL shader for the pixel shader

I'm pretty sure it's possible but i have no idea how. Could anyone tell me how to make a custom semantic for a pixel shader. Thanks
14
votes
4answers
6k views

how does HDR work?

I'm trying to understand what HDR is and how it works. I understand the basic concepts and have an slight idea of how it is implemented with D3D/hlsl. However it's still pretty foggy. Say I'm ...
1
vote
1answer
1k views

downsampling algorithm

what are the steps to perform downsampling on a texture ? I've got as far as rendering the scene to a render target, but I'm not sure as to how to then render that to a smaller texture in order to ...
11
votes
4answers
2k views

How does an HLSL shader actually end up affecting the render output?

I understand the syntax of HLSL, for example let's pretend I have this as my HLSL: struct VOut { float4 position : SV_POSITION; float4 color : COLOR; }; VOut VShader(float4 position : ...
5
votes
3answers
6k views

Inverting matrix in HLSL

I've got an object in HLSL and I'm using hardware instancing to render multiple copies. But I've come a bit of a cropper when it comes to the vertex normals. Currently I am not using normal mapping (...
3
votes
2answers
674 views

Trying to understand relatively simple normal map antialiasing paper

See this paper: ftp://download.nvidia.com/developer/Papers/Mipmapping_Normal_Maps.pdf They describe the very simple implementation of an algorithm for antialiasing normal maps. I don't understand ...
7
votes
3answers
4k views

Rotating a vector by another vector in shader

I have a terrain surface with a normal for each point on the terrain. I have a second detail normal map to be applied to the terrain. These normals are in 3-space. The Y value of both normals is ...
6
votes
2answers
404 views

Does it make sense to include an index for linelists?

Does it make sense to include an index by using DrawIndexedPrimitives, when using linelists performance wise? I could imagine it would be easy for the GPU to generate such indexes anyway.
3
votes
1answer
163 views

Instancing with empty data, or varying vertex counts?

I am new to game development, having only developed a few games before, in 2D space, but with 3D rendering. I have implemented instancing before, but this is only my 2nd time doing it. I have a ...
4
votes
2answers
568 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 ...
2
votes
1answer
566 views

Model in Blender GLSL to XNA HLSL

Is it possible to make model in Blender, with enabled GLSL, add multiple textures, etc, and then just load it in XNA, where's own HLSL? Will it work?
5
votes
4answers
1k views

From camera coordinates to world coordinates

I want to calculate world coordinates from camera coordinates. However, I seem to have problems with my understandings of how matrices in HLSL work. From world to camera is clear: cameraPosition = ...
1
vote
1answer
286 views

HLSL weird matrix behaviour

I have some problems using an int 3x3 matrix as the convolution filter to do edge detection. (I know int matrices are not very meaningful since there is only float on the gpu) Here is the code: ...
8
votes
4answers
522 views

What types of effects or shaders would you teach in a rendering class? [closed]

I am looking for a list of topics that would be fun to learn and not too complicated to implement with a prototyping tool like FX Composer or Rendermonkey for an intermediate class of real-time ...
6
votes
2answers
958 views

Rendering collections of light sources

I have a small test environment where small point lights are scattered. Players should able to collect them. The collectible lights are rendered using a simple billboard technique where two triangles ...
5
votes
2answers
1k views

Different number of lights => different shader

I have a shader that computes lighting for each light. PointLight PointLights[10]; uniform const float NumPointLights; for(int i = 0; i < NumPointLights; i++) { lightVec = PointLights[i]....
6
votes
4answers
2k views

HLSL: Using instance float input to select texture index, possible?

I'm writing a game for the xbox360 using XNA. I would like to draw several models with a single DrawInstancedPrimitives call. Each model will use a different texture. To do this, I would like to ...
6
votes
2answers
1k views

Electricity effect using XNA and Shaders

I'm looking for a shader or sample that does an electricity or lines-of-force effect between two points that can be used with XNA 3.1.
2
votes
3answers
3k views

2D shader to draw representation of rotating sphere

I want to display a 3D textured sphere, and then rotate it in one direction. The direction will never change, and the camera will never move. One way is to actually create a spherical mesh, map a ...
2
votes
2answers
898 views

Compatibility between DirectX 9 and DirectX 10 shaders

I am a beginner to game development and as I am used to programming in C# I decided to go for XNA. I've been playing around with it for a while and now I am learning the basics of HLSL shaders, I have ...
18
votes
3answers
2k views

How can I create a lighting effect like this?

This is the most beautiful 2d lighting I have ever seen, and I'd like to perform lighting like this too. How do I do it? I don't care about the physics or how the particles are simulated - I only ...
4
votes
1answer
2k views

HLSL: Pack 4 values into 32 bit float

I can't find any useful information on packing 4 values into a 32 bit float in HLSL. Ideally, what I want to be able to do in HLSL is: float4 values = ... // Some values where each component is ...
4
votes
2answers
2k views

C# XNA - Sky Sphere Question

I have been banging my head against the wall trying to get a sky sphere to work appropriately in XNA 4.0. I have the sphere loading correctly, and even textured, but i would like something a little ...
16
votes
7answers
5k views

Modern Shader Book? [closed]

I'm interested in learning about Shaders: What are they, when/for what would I use them, and how to use them. (Specifically I'm interested in Water and Bloom effects, but I know close to 0 about ...
1
vote
1answer
601 views

Porting an HLSL 3.0 shader to 2.0?

I have a couple of .fx files from a Shader-Based 2D Shadows example. I want to utilize the same kind of technique with XNA 4.0's Reach profile, which if I understand correctly needs to have HLSL 2.0 ...
9
votes
3answers
2k views

Very slow direct3D texture sampling

So I'm writing a small game using Direct3D 9 and I'm using multitexturing for the terrain. All I'm doing is sampling 3 textures and a blend map and getting the overall color from the three textures ...
47
votes
6answers
24k views

What are the pros and cons of HLSL vs GLSL vs cg? [closed]

What are the pros / cons of the three?
12
votes
3answers
1k views

HLSL Translucent Plastic Shader

I'm trying to produce a shader to replicate a white plastic object with a colored light inside. Either by having a shader that will be translucent and if I put a light inside the object the light will ...
20
votes
12answers
11k views

What are some good resources for learning HLSL? [closed]

The last time I tried learning HLSL, I made a few shaders and mostly understood what I was doing, but I still felt like I was stumbling in the dark. Most of what I learned I got from various blog ...