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

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5
votes
2answers
463 views

XNA 3.1 to 4.0 Vertex Shader Not Drawing

I have recently been converting our XNA 3.1 game to XNA 4.0 and am stuck on the shaders. I have the game running, but nothing is drawing to the screen, except things not using a shader. This is only ...
4
votes
1answer
106 views

Problem building a color grading map

I am trying to build a default color grading map into a 1024x32 RenderTarget. Here is my shader code: VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; ...
3
votes
1answer
141 views

Rasterization Rules and States

This thread directly concerns lightmap generation; however, indirectly, the rasterization of polygons by the GPU. I am currently generating lightmaps using a pixel shader. To the shader I send 3 ...
2
votes
1answer
21 views

Vertex definitions and shaders

I noticed that from looking at other examples like say .. riemers tutorials he takes a buffer with a bunch of vector3's in it and ties it to a shader which expects a float4 ... why does this work in ...
2
votes
1answer
418 views

How can I simulate objects floating on water without a physics engine?

In my game the water movement is done in a shader using Gerstner equations. The water movement looks realistic enough for a school project but I encounter serious problem when I wanted to do sailing ...
1
vote
1answer
143 views

Geometry Shader input vertices order

MSDN specifies (link) that when using triangleadj type of input to the GS, it should provide me with 6 vertices in specific order: 1st vertex of the triangle processed, vertex of an adjacent triangle, ...
0
votes
1answer
65 views

XNA Masking Mayhem

I'd like to start by mentioning that I'm just an amateur programmer of the past 2 years with no formal training and know very little about maximizing the potential of graphics hardware. I can write ...
0
votes
1answer
214 views

Using Appendbuffers in unity for terrain generation

Like many others I figured I would try and make the most of the monster processing power of the GPU but I'm having trouble getting the basics in place. CPU code: using UnityEngine; using ...
2
votes
0answers
295 views

XNA 4.0 Pixel Shader 3.0 Exact Texture Lookup/Sample Issue

I am stuck on trying to solve this problem. I originally had some shaders written that worked for XNA 3.1, but after converting to XNA 4.0 they would no longer compile due to instruction counts, flow ...
2
votes
0answers
123 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 ...
2
votes
0answers
1k views

Why is my deferred lighting implementation so expensive?

I've implemented deferred lighting and I tried to put about 20-26 lights on the viewable space of my map, and it brings down the FPS from 61 to 28-31. It also makes my VGA temperature to go from 68°C ...
1
vote
0answers
45 views

Multi Pass Blend

I am seeking the simplest working example of a two pass HLSL pixel shader. It can do anything really, but the main idea is to perform "ping ponging" to take the output of the first pass and then send ...
1
vote
0answers
31 views

HLSL: An array of textures and sampler states

The shader must switch between multiple textures depending on the Alpha value of the original texture for each pixel. Now this would word fine if I didn't have to worry about SamplerStates. I have ...
1
vote
0answers
29 views

XNA HLSL UV Mapping

I was testing my hlsl lighting shader, I've copied it from a tutorial and it works perfectly, but all the meshes in the model needs to have texture coordinate, I guess this is because this part: ...
1
vote
0answers
81 views

Sphere Texture Mapping shows visible seams

As you can see from the above picture there is a visible seam in the texture mapping. The underlying mesh is a geosphere based on octahedron subdivisions. On that particular latitude, vertices have ...
1
vote
0answers
41 views

Grid patter appear over bloom when resolution is lower than 1366x768

The bloom post process in our engine is done via consecutive downscaling of the treshhold texture down to 1/64x1/64 of the main size. Every texture we use is R16G16B16A16 FP16. Afterwards, we ...
1
vote
0answers
231 views

How do i define array in shader's constant buffer with C#?

I am using SharpDX to render 3D graphics and i cannot get to work constant buffer in my shader since it contains an array. Currently it looks like this: cbuffer cb0 : register(b0) { matrix ...
1
vote
0answers
146 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; ...
1
vote
0answers
526 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 ...
1
vote
0answers
233 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 ...
1
vote
0answers
251 views

Full screen shader causes performance hit

I basically want to have a shader run that can do something like toon shading, or grayscale the whole screen, or radial lighting. To do this, I create a new bitmap each time the display resizes that ...
1
vote
0answers
391 views

XNA HLSL: Skinned Model Deforming Wrong

I am creating a basic XNA recreation of Minecraft. My current problem is that my "Steve" model, which is skinned with an armature using vertex groups to deform, is showing up disfigured beyond all ...
0
votes
0answers
17 views

XNA `tex2Dlod` always returns transparent black

I want to sample a texture in a vertex shader, so at first I just tried using float2 texcoords = ...; color = tex2D(texture, texcoords); But apparently I cannot use tex2D in a vertex shader, and ...
0
votes
0answers
39 views

DirectX9 Normal/Bump Mapping Weird Texturing Artifact

As you can see the artifact here is like a triangle of the mesh getting more light. The important part of my code is below. This is the vertex declaration. VertexElement[0].Stream = 0; ...
0
votes
0answers
51 views

Pixel Shader : Backbuffer is 'Black'

After Fiddling around I am pretty sure this is not a Shader issue. Edit 4: The only diference I can see is that BasicEffect calls these methods before drawing: // Make sure that domain, hull and ...
0
votes
0answers
76 views

How can I mark a pixel in the stencil buffer?

I never used the stencil buffer for anything until now, but I want to change this. I have an idea of how it should work: the gpu discards or keeps rasterized pixels before the pixel shader based on ...
0
votes
0answers
87 views

Why do the order of struct members between vertex and pixel shader must be reversed?

This has been driving me crazy for the last two days but it is finally working, however I really don't see why the order of struct members should be reversed. Why do members of PS_INPUT must be ...
0
votes
0answers
67 views

Using custom functions in HLSL shaders generates extra insructions?

We use forward rendering so our main shader is pretty big (342 instructions). Recently I tried substituting every single custom function I call in the shader with the actual code from that function ...
0
votes
0answers
171 views

Implementing Exponential Shadow Mapping

I've been following the tutorials (link1) and (link2) to implement Shadow Mapping. However, I'm getting shadowing artifacts which are quite ugly. I've done some research, and found that ESM ...
0
votes
0answers
269 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 ...
0
votes
0answers
28 views

Skip the first RenderTarget when writing to MRT with Opaque blending

I am writing to three rendertargets and whant to know how to tell a GPU not to write to the first RT. When you write a shader you can simply output less data than you have RTs (like output a single ...
0
votes
0answers
153 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 ...
0
votes
0answers
93 views

Projecting shadow map

I'm having a problem with shadow mapping and don't know where to go from here. Take a look at this screenshot: The cube circled in green is the light position, the light direction is pointed ...
0
votes
0answers
82 views

How to encode float3 into float2 and back again in HLSL?

Good afternoon, I am looking to offload some 3D calculations to the GPU without raising my requirements to DX10. Specifically, I am generating densities in 64x64x64 3D blocks, which fit nicely into ...
0
votes
0answers
102 views

Shadow Mapping Wrong Results

Since 2 days, i'm trying to figure out whats wrong with my shadow shader. The shadow map is drawn correctly, just the projection on to the scene is not working. The Vertex Shader Code seems fine: ...
0
votes
0answers
62 views

XNA HLSL no model textures

I am using XNA and HLSL to render all the models in my game, so far there is only one, a flashlight. My flashlight model is a .fbx file type, and it loads the model in the game perfectly fine. ...
0
votes
0answers
258 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 ...