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Introduction to the DirectX 9 Shader Models - Nvidia

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Precision Pitfalls<br />

• The bad news is that it’s a bit<br />

inconvenient not <strong>to</strong> be able <strong>to</strong> write<br />

<strong>the</strong> entire shader at <strong>the</strong> fragment<br />

level<br />

– And get great speed<br />

• The good news is that you really<br />

didn’t want that anyway<br />

– Except for pro<strong>to</strong>typing

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