The other three input arguments are Boolean values supplied as uniform shader constants. in .NET framework

Generator QR Code in .NET framework The other three input arguments are Boolean values supplied as uniform shader constants.

The other three input arguments are Boolean values supplied as uniform shader constants.
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uniform bool bHemi, uniform bool bDiff, uniform bool bSpec
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Uniform shader constants are fixed between draw calls. They re called uniform because they re constant from the standpoint of the shader. Once the shader starts execution of vertex shader instructions on a set of vertices, these constants can t be changed until the shader finishes processing.
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HLSL Effect Examples
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These three Boolean values (the uniform shader constants) are supplied when the vertex shader object is created in each pass, for example:
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technique THemisphere { pass P0 { VertexShader = compile vs_1_1 VS(true, false, false); } }
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The THemisphere technique passes the values true, false, and false to the vertex shader input arguments bHemi, bDif, and bSpec, respectively. Based on this information, the shader code will implement lighting with a bHemi hemisphere component and will ignore the diffuse component and the specular components. Each of the six techniques implements a different combination of these three lighting components. In the EffectEdit render options pane, each technique can be selected individually to see the result of each of the lighting components, as shown in the following figure.
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Because this example uses only hemispheric lighting, choose THemisphere from the menu. In the vertex shader, the hemispheric lighting contribution is calculated like this:
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float4 Hemi = k_a * lerp(I_b, I_c, (dot(N, Y) + 1) / 2) * (1 - Occ);
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Breaking this calculation down into the individual calculations, we ll start from the inside out.
dot(N, Y) // calculates the cosine of the angle between the normal and // the sky vector and biases the result between 0 and 1 (dot product + 1) / 2 // shifts the range from (-1,1) to (0,1) result * (1 - Occ) // multiplies the result by the complement of the occlusion value
The result so far is shown here:
(dot(N, Y) + 1) / 2 * (1 - Occ);
This code approximates the amount of the sphere that the vertex can see (the portion of the sphere not occluded from the vertex). This term is used to
Part III
Programming Effects
linearly interpolate between the ground light intensity and the sky light intensity.
lerp(I_b, I_c, (dot(N, Y) + 1) / 2) * (1 - Occ);
The ground and sky contributions are combined (multiplied) by the ambient lighting to give the final value for Hemi.
float4 Hemi = k_a * lerp(I_b, I_c, (dot(N, Y) + 1) / 2) * (1 - Occ);
The result is an approximation for the light that hits this vertex from all directions, which is often referred to as area lighting. To run this effect, launch the EffectEdit sample and click the File Open icon (second from the left).
Choose the Hemisphere Effect file.
If you see something like the following figure in the rendered view, it means that the device is not capable of running the sample. (In this case, GeForce2 was trying to render this on the hardware.)
11
HLSL Effect Examples
You have the following three options when you get this message:
Find a machine with a video card that has more features Change the device to use software vertex processing Run on a reference device (and get very slow performance)
Because I didn t have a newer card to swap with, I changed the settings to run the sample with software vertex processing by pressing F2 and choosing Software Vertex Processing from the menu.
The following figure shows the result.
Part III
Programming Effects
The effects that ship in the DirectX 9 SDK that are designed to run in EffectEdit each contain this string at the top of the file: Note: This effect file works with EffectEdit. As you can see, it s easy to get an effect to run in EffectEdit.
Appendix A
Vertex Processing
The 3-D graphics pipeline can be visualized with the functional blocks shown in the following figure.
Vertex data in model space Pre-Processing
Vertex processing
Primitive processing
Pixel processing
Rendered pixels
High order primitive data
Tessellation
Vertex processing converts per-vertex data from model space to projection space. This appendix goes into more detail about the major vertex processing blocks, including transformations, vertex fog, and per-vertex lighting and material colors. This appendix is a brief summary of the calculations that are implemented by the vertex processing block in the DirectX fixed-function pipeline. It is included here so that if you are new to vertex shaders, you can get an idea of the kind of functions you will need to implement in a vertex shader.
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