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Shader model 3.0 software
Shader model 3.0 software






  1. #SHADER MODEL 3.0 SOFTWARE FULL#
  2. #SHADER MODEL 3.0 SOFTWARE PRO#

#SHADER MODEL 3.0 SOFTWARE PRO#

"ATI Radeon X800 Pro and XT Platinum Edition: R420 Arrives". "Introduction to the DirectX 9 High-Level Shader Language". ^ a b c d e Peeper, Craig Mitchell, Jason L.^ a b c d e f "Pixel Shader Differences".Archived from the original on 24 August 2012. ^ "Fusion Industries :: Cg and HLSL FAQ ::".^ "High-level shader language (HLSL)".^ "Writing HLSL Shaders in Direct3D 9".Vertex shader comparison Vertex shader version "32 + 64" for Executed Instructions means "32 texture instructions and 64 arithmetic instructions." Shader Model 6.6 - GCN 1+, Kepler+, Skylake+, DirectX 12 (11_0+) with WDDM 2.9.Shader Model 6.5 - GCN 1+, Kepler+, Skylake+, DirectX 12 (11_0+) with WDDM 2.7.Shader Model 6.4 - GCN 1+, Kepler+, Skylake+, DirectX 12 (11_0+) with WDDM 2.6.Shader Model 5.0 - Radeon HD 5000 and GeForce 400, DirectX 11.Shader Model 4.1 - Radeon HD 3000 and GeForce 200, DirectX 10.1.Shader Model 4.0 - Radeon HD 2000 and GeForce 8, DirectX 10.Shader Model 3.0 - Radeon X1000 and GeForce 6, DirectX 9.0c.Shader Model 2.0b - Radeon X700-X850 shader model, DirectX 9.0b.Shader Model 2.0a - GeForce FX/PCX-optimized model, DirectX 9.0a.PS 1.2 - 3Dlabs Wildcat VP, DirectX 8.0a.PS 1.0 - Unreleased 3dfx Rampage, DirectX 8.Pixel shader comparison Pixel shader version

#SHADER MODEL 3.0 SOFTWARE FULL#

Note that games may claim to require a certain DirectX version, but don't necessarily require a GPU conforming to the full specification of that version, as developers can use a higher DirectX API version to target lower-Direct3D-spec hardware for instance DirectX 9 exposes features of DirectX7-level hardware that DirectX7 did not, targeting their fixed-function T&L pipeline. Manufacturers generally support all lower shader models through drivers. GPUs listed are the hardware that first supported the given specifications. This shader takes as its input some vertices of a primitive (triangle/line/point) and uses this data to generate/degenerate (or tessellate) additional primitives or to change the type of primitives, which are each then sent to the rasterizer.ĭ3D11.3 and D3D12 introduced Shader Model 5.1 and later 6.0. Optionally, an application using a Direct3D 10/11/12 interface and Direct3D 10/11/12 hardware may also specify a geometry shader. When a group of vertices (normally 3, to form a triangle) come through the vertex shader, their output position is interpolated to form pixels within its area this process is known as rasterization. A vertex shader is executed for each vertex that is submitted by the application, and is primarily responsible for transforming the vertex from object space to view space, generating texture coordinates, and calculating lighting coefficients such as the vertex's normal, tangent, and bitangent vectors. HLSL programs come in six forms: pixel shaders (fragment in GLSL), vertex shaders, geometry shaders, compute shaders, tessellation shaders (Hull and Domain shaders), and ray tracing shaders (Ray Generation Shaders, Intersection Shaders, Any Hit/Closest Hit/Miss Shaders). HLSL shaders can enable profound speed and detail increases as well as many special effects in both 2D and 3D computer graphics. Early versions of the two languages were considered identical, only marketed differently. It is very similar to the Nvidia Cg shading language, as it was developed alongside it. HLSL is analogous to the GLSL shading language used with the OpenGL standard.

shader model 3.0 software

The High-Level Shader Language or High-Level Shading Language ( HLSL) is a proprietary shading language developed by Microsoft for the Direct3D 9 API to augment the shader assembly language, and went on to become the required shading language for the unified shader model of Direct3D 10 and higher. The partial transparency and reflection of the water in the foreground are added by a shader applied finally to the entire scene. The square in the background has been transformed and rotated. Distortion of the statue is achieved purely physically, while the texture of the rectangular frame beside it is based on color intensity. A scene containing several different 2D HLSL shaders.








Shader model 3.0 software