Top "Hlsl" questions

HLSL(High Level Shader Language) is a proprietary shading language developed by Microsoft for use with the Microsoft Direct3D API

HLSL Normal Mapping Matrix Multiplication

I'm currently working in directx9 and have the following code for my normal mapping: (Vertex Shader): float4x4 gWorldMatrix; float4…

c++ directx hlsl pixel-shader
DirectX11 set shader constants

Having XNA background, I try to create a simple DirectX11 application. Now I try to figure out how to set …

constants hlsl directx-11
2D Tile Lighting

I'm adding lighting to my XNA 2D tile based game. I found this article useful, but the way its done …

c# xna 2d hlsl lighting
Pixel Shader Effect Examples

I've seen a number of pixel-shader effect examples, stuff like swirl on an image. But I'm wondering if anyone knows …

wpf effects hlsl pixel-shader
How can I feed compute shader results into vertex shader w/o using a vertex buffer?

Before I go into details I want outline the problem: I use RWStructuredBuffers to store the output of my compute …

hlsl directx-11 vertex-shader compute-shader directcompute
Can you look sample a texture in a vertex shader?

In shader model 3.0, I'm pretty sure this was a no but I want to ask this anyway, In shader model 5.0, …

hlsl direct3d11
Transform Normal and Tangent from Object space to World space?

As to correctly transform the Normal (which is a direction not a position) from Object space to World space, we …

matrix shader game-engine hlsl cg
What are all the different HLSL sampler types for?

I'm working with DX9/SM3 at the moment, and the MSDN documentation on HLSL samplers seems to be sorely lacking …

directx direct3d shader hlsl
compute shader with numthreads (1,1,1) runs extremly slow

I am just beginning to learn DirectX programming, using F# and SharpDX as .NET wrapper. As a test case I …

directx hlsl compute-shader directcompute
How much performance do conditionals and unused samplers/textures add to SM2/3 pixel shaders?

We've one pixel shader in HLSL which is used for slightly different things in a few places, and as such …

rendering shader hlsl pixel-shader