I'm using XNA 4.0 to create a 2D game and while implementing a layer tinting pixel shader I noticed that when the texture's alpha value is anything between 1 or 0 the end result is different than ...
I have a shader that is supposed to work with either alpha blending or alpha testing, but the color values being passed in are premultiplied alpha values. Is there an easy/standard way to have it ...
In Flash, you can set a DisplayObject's blendShader property to a pixel shader (flash.shaders.Shader class). The mechanism is nice, because Flash automatically provides your Shader with two input ...