Shadder and effect
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Chapter list
Chapter 1: Introducing advanced coloring languages
Chapter II: Introducing the vertex shader
Chapter III: Introducing the Pixel Shadder
Chapter 4: Effect Framework
Overview
So far, we have got the desired effect from the configuration of modifying the status of the device (eg matrix transform, light, texture, and rendering state). Although these various supported configurations provide some flexibility, we are still limited to these predefined fixed operations (thus being referred to as "fixed function lines").
This part of the subject is the vertex shader and pixel shader, which replaces the fixed-function pipeline with the custom program we implemented, and this custom program is called "shader". The shader is completely programmable and allows us to implement a fixed-function pipeline that does not have a trick (Technique). This result is that we can increase the number of techniques to be given. Programmable components of the rendering pipeline are often referred to as "Programmable Pipeline). The summary of each chapter is described below:
Chapter 1: Introducing Advanced Coloring Languages - In this chapter, we will explore high-level shading language, which is the language we use in vertices and pixel shader programs.
Chapter 2: Introducing the vertex shader - this chapter will explain what is the vertex shader, and how to create and use them in Direct 3D. This chapter will show the vertex shader by explaining a cartoon style coloring technique.
Chapter 3: Introducing the Pixel Shadder - This chapter will explain what is a pixel shader, and how to create and use them in Direct 3D. This chapter will use the pixel shader to implement multi-texturing as the end.
Chapter 4: Effect Framework - In this chapter, we will discuss the effect framework of Direct3D. This chapter will describe the use of the effect framework, the structure and grammar of the effect file, and how to create an effect file and how to use the effect file in the Direct3D application.
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