A proprietary shading language developed by Microsoft for use with the Microsoft Direct3D API.
2
votes
1answer
66 views
GPGPU Programming using HLSL and XNA
XNA Newbie question:
I'm trying to get the GPU to perform some calculations for me. I'm trying to figure out how to send some data to the GPU, get the GPU to process it, then get the result back. ...
1
vote
0answers
57 views
Calculating brightness of texture (on GPU)
I want to see how well lit the player character is in an environment. Currently I use get Color Data of a specified extraction region from the final rendertarget. It seems expensive and taxing on the ...
2
votes
0answers
62 views
+100
Calculate mipmap level in a loop with varying iteration?
How can I calculate the correct mipmap level in a shader? It needs to be used in a loop which runs a variable number of times so the compiler will not allow me to use Sample or the derivative ...
2
votes
0answers
36 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
2answers
65 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 ...
2
votes
0answers
52 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
55 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
22 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
82 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
65 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
48 views
Vertex and Fragment Shader worldNormal
How to access/calculate worldNormal in a Vertex and Fragment shader ?
Thanks a lot !
0
votes
1answer
90 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
87 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
55 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
51 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 !
2
votes
0answers
70 views
SSAO Distortion
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
69 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
97 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
81 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
198 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
48 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 ...
0
votes
0answers
51 views
Blur Shader strange behaviour
I tried to implement the blur shader shown here.
But instead of having a simple 2D texture I use Unity GrabPass function to capture what's behind the plane to have a transparent effect.
Then I apply ...
5
votes
1answer
124 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
114 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
97 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 ...
7
votes
1answer
234 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
133 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
49 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 ...
0
votes
2answers
92 views
What are registers in HLSL for?
I've read this: http://msdn.microsoft.com/en-us/library/windows/desktop/dd607359%28v=vs.85%29.aspx but it's more of a syntax descrption and not a purpose explanation. What actually are registers in ...
0
votes
1answer
59 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
77 views
Custom sampling points for anti-aliasing
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
76 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
1answer
177 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
45 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
242 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:
...
3
votes
0answers
110 views
Combining Effects
To be able to work efficiently with effects, isn't there a "good" way to combine multiple effects so that one effect handles stuff like "Multi texturing" and another controls the value like Ambient ...
1
vote
1answer
102 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
142 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
141 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 ...
1
vote
0answers
176 views
How to 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: ...
0
votes
0answers
136 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 ...
-4
votes
1answer
73 views
how can i improve this shader [closed]
I am trying to improve this vertex shader. I am wondering if anyone has any opinions on going about with it? Thank you.
struct VertexShaderData
{
float3 VertexPosition : POSITION;
float2 ...
2
votes
1answer
103 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
86 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
177 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
245 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
218 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
0answers
44 views
Cascaded Shadow Maps left handed to right handed coord system
Im trying to port the Directx SDK (june 2010) sample (CascadedShadowMaps11) into a right handed version (to later implement in my engine) but i can't figure out the math, so far i got it partially ...
0
votes
2answers
96 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
159 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:
...