Welcome![Sign In][Sign Up]
Location:
Search - shader-x

Search list

[OpenGL programGPUGeometryClipmaps

Description: 我们使用同一个vertex shader来渲染之前描述的所有2D footprint。首先,对于给定的footprint坐标(x,y)来说,shader通过简单的缩放和变换来计算它的世界坐标(x,y)。接下来,从顶点纹理中读取高度值z。这里不需要任何过滤器,因为顶点和纹理采样是一一对应的-we use with a vertex shader to exaggerate the description before all 2D footprint. First, the footprint to the coordinates (x, y), the shader by simple scaling and transform to calculate its world coordinates (x, y). Next, from the vertex texture read height z values. This does not require any filters, because vertex and texture sampling is one-to-one
Platform: | Size: 5334 | Author: 张明 | Hits:

[DirextXpareng

Description: We have our classes ready, time to start writing the actual code. Point primitives are not much different from the other primitive types available (triangle strips, lists, etc.). We can still choose what vertex shader we use. A vertex shader tells DirectX about what type of vertices it can expect - such as whether they are already transformed, if they have a diffuse color, and so on. Since I m mainly aiming this tutorial at 2D gaming, I m going to use slightly customized TL vertices. This stands for Transformed and Lit, which means the vertices already are transformed and that the lighting color has already been computed. So an X of 300 will be 300 on the screen, and the vertex color will be the final color.-We have our classes ready, time to start writing the actual code. Point pri mitives are not much different from the other pr imitive types available (triangle strips, lists, etc.). . We can still choose what we vertex shader use. A vertex shader tells DirectX about what ty pe of vertices it can expect - such as whether the y are already transformed. if they have a diffuse color, and so on. Since I m mainly aiming this tutorial a t 2D gaming, I m going to use slightly customized TL vertices . This stands for Transformed and Lit. which means the vertices are already transform ed and that the lighting color has already been c omputed. So an X of 300 will be 300 on the screen. and the vertex color will be the final color.
Platform: | Size: 162449 | Author: wangzhe | Hits:

[Other resourceShaderx

Description: Shader-X -- Introduction GLSL and HLSL and CG
Platform: | Size: 542750 | Author: laikoj | Hits:

[BooksReal-Time Shader Programming

Description: Real-Time Shader Programming
Platform: | Size: 3092480 | Author: mskia | Hits:

[OpenGL programGPUGeometryClipmaps

Description: 我们使用同一个vertex shader来渲染之前描述的所有2D footprint。首先,对于给定的footprint坐标(x,y)来说,shader通过简单的缩放和变换来计算它的世界坐标(x,y)。接下来,从顶点纹理中读取高度值z。这里不需要任何过滤器,因为顶点和纹理采样是一一对应的-we use with a vertex shader to exaggerate the description before all 2D footprint. First, the footprint to the coordinates (x, y), the shader by simple scaling and transform to calculate its world coordinates (x, y). Next, from the vertex texture read height z values. This does not require any filters, because vertex and texture sampling is one-to-one
Platform: | Size: 5120 | Author: 张明 | Hits:

[3D GraphicShadowMap

Description: ati的例子 shadowmap 用vertex shader和pixel shader和 direct3d api-ati example shadowmap using vertex shader and pixel sh Ader and Direct3D api
Platform: | Size: 500736 | Author: cxp | Hits:

[DirextXpareng

Description: We have our classes ready, time to start writing the actual code. Point primitives are not much different from the other primitive types available (triangle strips, lists, etc.). We can still choose what vertex shader we use. A vertex shader tells DirectX about what type of vertices it can expect - such as whether they are already transformed, if they have a diffuse color, and so on. Since I m mainly aiming this tutorial at 2D gaming, I m going to use slightly customized TL vertices. This stands for Transformed and Lit, which means the vertices already are transformed and that the lighting color has already been computed. So an X of 300 will be 300 on the screen, and the vertex color will be the final color.-We have our classes ready, time to start writing the actual code. Point pri mitives are not much different from the other pr imitive types available (triangle strips, lists, etc.). . We can still choose what we vertex shader use. A vertex shader tells DirectX about what ty pe of vertices it can expect- such as whether the y are already transformed. if they have a diffuse color, and so on. Since I m mainly aiming this tutorial a t 2D gaming, I m going to use slightly customized TL vertices . This stands for Transformed and Lit. which means the vertices are already transform ed and that the lighting color has already been c omputed. So an X of 300 will be 300 on the screen. and the vertex color will be the final color.
Platform: | Size: 161792 | Author: wangzhe | Hits:

[OtherShaderx

Description: Shader-X -- Introduction GLSL and HLSL and CG-Shader-X-- Introduction GLSL and HLSL and CG
Platform: | Size: 542720 | Author: laikoj | Hits:

[3D GraphicShaderX.-.Vertex.and.Pixel.Shader.Tips.and.Tricks.

Description: 着色器语言编程的最经典书籍shader.x-Shader programming language classic books shader.x
Platform: | Size: 7455744 | Author: 刘刚 | Hits:

[DirextXfsource

Description: Engine Introduction Many people have asked me for the DirectX demo C++ source code, so here it is. The Demo framework I ve build for creating the demos consist of the following components: * Kernel system, with scene manager, camera and simple culling. * Model loading (.x files) and collision detection. I ve made my models with Delgine and exported to .x file. * The usual frustum, resource, log classes etc. * Rendering with HLSL shader (no fixed function pipeline drawing). * Cube and stencil shadows. Environment mapping onto object. * Settings manager for parsing simple setup data from text file. * HUD elements and UI buttons. * Simple emitter system for smoke and fire effects. * Screen distort effects (haze effects etc). * Skybox and clouds, just to avoid a blue/black background. * ODE physic integration so we can throw around with simple objects. * TODO: Skinning animations, add level editor, and a lot more ...
Platform: | Size: 17540096 | Author: bokyaw | Hits:

[Other[Interactive-Computer-Graphics

Description: 计算机图形学书籍,使用OpenGL及GLSL4.x介绍,内容详细,Demo丰富.-introduction to computer Graphics with OpenGL-英文名《[Interactive.Computer.Graphics:A.Top-Down.Approach.with.Shader-Based.OpenGL(6th.2011)].Edward.Angel.文字版.pdf》
Platform: | Size: 9062400 | Author: 李刚 | Hits:

[Windows DevelopCocos2d-x+3.10+API离线文档

Description: (Very good, rub effect, with a showdown effect, written in OpenGL shader, Lua language, Cocos Lua 3.10 version can be used directly)
Platform: | Size: 11216896 | Author: sadfhklsadf几块 | Hits:

[OtherShaderForge-sf_1.40_for_unity_2019.x

Description: Unity 插件 shader forge 支持2019版本(The unity plug-in shader forge supports the 2019 version)
Platform: | Size: 11192320 | Author: 文2B | Hits:

CodeBus www.codebus.net