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D3D11 - passing blend weights and indices to vertex shader...


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Direct3D Compute Shader running 15x slower than Unity Compute Shader...


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Step vs. comparison operator in HLSL?...


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Convert colors from RGB to NV12...


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Rendering to a full 3D Render Target in one pass...


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Is this FFT from complex to complex or a bug?...


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The Pixel Shader unit expects a Sampler...


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Packing int16 into fixed2 (Red + Green)...


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Marshaling arrays into constant buffer for pixel shader not working as expected...


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Why won't this HLSL Pixel Shader compile when RWStructuredBuffer is referenced?...


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How can I change the compiling dir of hlsl files using CMAKE?...


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HLSL Compiler omitting crucial statements...


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How do I launch the HLSL debugger in Visual Studio 2017?...


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Views over Append/Consume buffers in Direct3D 11...


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Glsl mod vs Hlsl fmod...


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How to compile hlsl shaders multiple times in visual studio?...


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Vertex shader compilation error from DX9 to DX11 (Unity 5.6 to 2017.4)...


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How do I create a shader in unity like explained below?...


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Black hole distortion shader in Unity...


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Strange behaviour of HLSL pow() function using DirectX 11...


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SPIR-V error with InterlockedMax after upgrading to LunarG SDK 1.0.68.0...


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How to efficiently count the times that a color was used during whole Pixel Shader Stage?...


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Super huge bottleneck writing to GPU Compute Buffer?...


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Calculate Normal Vector...


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SharpDX - fxc.exe error when compiling hlsl file...


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How to compile hlsl shader file in Visual Studio C# project...


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HLSL tex2D() - where does the gradient come from?...


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HLSL #pragma once equivalent?...


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Use the same constant buffer in distinct shaders...


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