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Z 
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Date registered: 03.08.2005
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...   Created on 14.09.2005 - 01:04Jump to top Quote this post Report this post Edit Delete


guest schrieb

    Could be useful as one of the multipass components.


Multipass? Does that mean running two (or more) different shaders in two (or more) passes?
I guess this would require a pretty fast video card...




Z 
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...   Created on 14.09.2005 - 01:32Jump to top Quote this post Report this post Edit Delete


I really like this shader very much, of all the shaders I tried out so far (!) this one and your SuperSAL Shader are my personal favorites.

I wonder why all of them look better using high x and high y internal resolution, compared to high x and very high y?




ShadX ...
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...   Created on 14.09.2005 - 10:51Jump to top Quote this post Report this post Edit Delete


Multipass is hard to do because it require one or more temp buffer(s).
For multipass, the sequence became:

pbuffer ---> temp buffer (first pass)

temp buffer ---> temp1 buffer (second pass)

....

tempx buffer ---> back buffer (last pass)

You can reuse the same buffer but you must consider
that you have a double (graph. card) memory usage.
Bye

[Dieser Beitrag wurde am 14.09.2005 - 10:53 von ShadX aktualisiert]




Z 
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...   Created on 14.09.2005 - 21:49Jump to top Quote this post Report this post Edit Delete


It seems to me that all shaders are strictly linear programs.
If this is right, your options must be very limited and I understand why you think about multipass-shaders.

Is there a way to write more complex shaders, maybe with next generation video cards?





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