» Tutorial Effects - Pixelshader Preparations
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Tutorial Effects - Pixelshader Preparations

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TOC: Of Effects and Shaders
Next: Manipulating Colors

For all the pixelshader examples we are using the same basic patch setup featuring a 2x2 Grid (EX9.Geometry) and a FileTexture (EX9.Texture) connected to an effect and the renderers View Transform scaled by two so that the grid fills the whole view:

Instead of the Template node in the patch we always clone us a new effect as described on the effects page. Connect your newly cloned effect as shown in the patch and open the CodeEditor via a rightclick on the node. Then take the code below and replace it with the templates code as this one is even more simplified leaving out the vertexshader portions which we don't need for now.

texture Tex <string uiname="Texture";>;
sampler Samp = sampler_state    //sampler for doing the texture-lookup
    Texture   = (Tex);          //apply a texture to the sampler
    MipFilter = LINEAR;         //sampler states
    MinFilter = LINEAR;
    MagFilter = LINEAR;
//the data structure: "vertexshader to pixelshader"
//used as output data with the VS function
//and as input data with the PS function
struct vs2ps
    float4 Pos  : POSITION;
    float2 TexCd : TEXCOORD0;
float4 PS(vs2ps In): COLOR
    return 1;
technique TSimpleShader
    pass P0
        VertexShader = null;
        PixelShader  = compile ps_2_0 PS();

Press CTRL+S to save/compile the code. No errors should show up. If you get an error at this point make sure you really copied everything and your code in the editor looks exactly as pictured above.

Next: Manipulating Colors
TOC: Of Effects and Shaders

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~20h ago

~1d ago

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~2d ago

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~4d ago

udo2013: BeatDetector(bass)not working.ErrorCode from red node:"PLUGINS \BassSound dll BassSound Data BeatDetectorNode" is missing.WhatToDo?