Is it possible to detect when a format has a single channel in HLSL or GLSL? Or just as good, is it possible to extract a greyscale color from such a ...
Is it possible to detect when a format has a single channel in HLSL or GLSL? Or just as good, is it possible to extract a greyscale color from such a ...
I am trying to create a feature where I could apply a stroke effect (similar to how Photoshop does it) to my images. I have scoured the internet, but ...
Are there any differences between sampling 4-channel 32-bit textures and, say, 2-channel floating point textures, such as 16.16f or 32.32f (red + gree ...
So for context, I create a mesh based on vertex and triangleindice data. Within the function I create a Polygon object, which basically holds an array ...
I've previously dealt with the issue of vector/matrix multiplication in HLSL behaving entirely different than expected, but I've transposed my matrice ...
I'm trying to migrate this glsl code into hlsl (unity shader). But the compiler complains about the following lines: where km is derived from m, an ...
I'm trying to convert one of my methods into a multi-line define directive to implement the solution in this question: Can you use #defines like metho ...
So, basically, I'm trying to make a OBS Filter that displaces the pixels based on a lightmap/luminance map. I decided to learn how to make a filter by ...
I'm following a win32 directx 11 tutorial on DirectXtutorials.com on drawing a triangle. The program is able to render a Blue Background correctly, bu ...
I'm trying to create a program in DirectX-11 that implements several techniques, namely Deferred rendering, Phong Tessellation and Shadow mapping. I h ...
In HLSL, is there a way to make defines act like swap-able methods? My use case is creating a method that does fractal brownian noise with a sampling ...
I have Direct3D monochrome font textures that I genrated using the FreeType library I can rendering fine but I'm now trying to color them. I first ex ...
Can anyone help me understand why the following HLSL doesn't produce a warning or error? I'm defining a type and returning it, but it doesn't match th ...
Here is the code: Shader "World Shader" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _TextureScale ("Texture Scale", float) = 1 } I sw ...
In glsl, array = int[8]( 0, 0, 0, 0, 0, 0, 0, 0 ); works fine, but in hlsl this doesn't seem to be the case. It doesn't seem to be mentioned in any gu ...
I'm trying to program a Compute-Shader Perlin Noise code based on a working C# code. The problem is that i only got smooth dots. Left C# Working, ...
I am new to vitis hls and to get started I have been tasked with creating a simple script with 3 nested loops in order to understand how beneficial is ...
I'm working on a project that needs to write several minutes of DX11 swapchain output to a video file (of any format). I've found lots of resources fo ...
Converting a Unity's cgim shader to HLSL (URP). I am stuck on Unity's macro in depth texture "COMPUTE_EYEDEPTH", Docs: https://docs.unity3d.com/2020.1 ...
I'm new to shaders and I have no idea how to increment numbers in compute shader (HLSL). It's obvious the above code doesn't work. i++ causes race ...