Introduction to the DirectX 9 Shader Models - Nvidia
Introduction to the DirectX 9 Shader Models - Nvidia Introduction to the DirectX 9 Shader Models - Nvidia
Lighting Render Loop • Per-Light Pass L + 3 – Perform lighting • Diffuse Bump • Blinn or Phong • Colored Projection – Spotlight – Stained Glass Window – Blend • SrcColor * DestAlpha + DestColor * One
Lighting Render Loop • Per-Object Pass 1 – Optional Fog Pass – Fog Texture • Radial, Volume, etc. – Blend • SrcColor * One + InvSrcColor * DestColor
- Page 7 and 8: vs_2_0 • Old reliable ALU instruc
- Page 9 and 10: Changes to the VS numbers • 256 i
- Page 11 and 12: And some smaller details • Loadin
- Page 13 and 14: Setting Vertex Shader Registers •
- Page 15 and 16: Swizzles & Modifiers
- Page 17 and 18: Control Flow Instructions • Subro
- Page 19 and 20: Loops
- Page 21 and 22: HLSL and Conditionals • Initial r
- Page 23 and 24: Original HLSL Compiler Results vs_2
- Page 25 and 26: Begin Sim VS Sim
- Page 27 and 28: Caps for vs_2_x Sim • New D3DVSHA
- Page 29 and 30: Vertex Shader Predication - HLSL Si
- Page 31 and 32: Vertex Shader Predication Details S
- Page 33 and 34: Nested Static Flow Control Sim •
- Page 35 and 36: Dynamic Flow Control - HLSL Sim for
- Page 37 and 38: End Sim VS Sim
- Page 39 and 40: 2.0 Pixel Shader Instruction Set
- Page 41 and 42: Argument Swizzles •.r, .rrrr, .xx
- Page 43 and 44: ps.2.0 Review - Comparison with ps.
- Page 45 and 46: Caps for Pixel Shader 2.x D3DCAPS9
- Page 47 and 48: Pixel Shader 2.x • 512 instructio
- Page 49 and 50: Single Pass Lighting? • Sometimes
- Page 51 and 52: Single-Pass Lighting ? • Detailed
- Page 53 and 54: Single Pass Lighting? • Putting m
- Page 55 and 56: Single Pass Lighting? • It doesn
- Page 57: Lighting Render Loop • Per Light
- Page 61 and 62: Lighting Render Loop Summary • Go
- Page 63 and 64: Predication • Essentially a desti
- Page 65 and 66: Caveats for Conditional Instruction
- Page 67 and 68: Texture fetch with gradients • Gr
- Page 69 and 70: Arbitrary swizzling • Extremely u
- Page 71 and 72: Pixel Shader Precision • Low Prec
- Page 73 and 74: How to use fp16 • In HLSL or Cg,
- Page 75 and 76: Precision Pitfalls • An IEEE-like
- Page 77 and 78: Precision Pitfalls • Most precisi
- Page 79 and 80: Fully Fragment Shading? • Doing t
- Page 81 and 82: Precision Pitfalls • Avoid precis
- Page 83 and 84: Precision Summary • If high-preci
- Page 85 and 86: vs_3_0 • More flow-control • In
- Page 87 and 88: vs_3_0 inputs
- Page 89 and 90: vs_3_0 Output example vs_3_0 dcl_co
- Page 91 and 92: ps_3_0
- Page 93: Lunch Break We will start back up a
Lighting Render Loop<br />
• Per-Light Pass L + 3<br />
– Perform lighting<br />
• Diffuse Bump<br />
• Blinn or Phong<br />
• Colored Projection<br />
– Spotlight<br />
– Stained Glass Window<br />
– Blend<br />
• SrcColor * DestAlpha + DestColor * One