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What are the vertex and fractal shader instruction count limits in WebGL for Chrome?...


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XNA and HLSL: Sample entire texture for luminosity average...


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Should I avoid creating multiple variables when programming a shader?...


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Subscript on half-type in hlsl...


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Modifying a tessellation vertex in DirectX Shader...


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DirectX Shader Resource View in Shaders...


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Combine shaders with directx 11...


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How to create a constant buffer with valid dimension...


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How to get the texture size in HLSL?...


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compute shader with numthreads (1,1,1) runs extremly slow...


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Texture2D as function parameter...


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How can I map 0 to 1 and 1 to -1?...


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Optimization of HLSL shader...


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XNA 3.1 to 4.0 shader...


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HLSL/XNA Ambient light texture mixed up with multi pass lighting...


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Specifying the target layer of a 3D rendertarget in vertex shader? [HLSL]...


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writing a "Compare - Equals" function in HLSL / CG i.e. isequals(a,b)...


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Pixel Shader Effect in WPF...


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How to pass textures to DirectX 9 pixel shader?...


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Hlsl pixel shader, rendering differently compared to editor?...


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Which coordinate space is the canonical default for each shader pipeline stage?...


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Efficient storage for a sparse octree?...


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Direct3D conversion of float to 8-bit channel...


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3D Texture emulation in shader (subpixel related)...


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GLSL Shader Ported From HLSL Is Not Working...


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Normal Map Implementation.... am I missing something here?...


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HLSL cbuffer, uniforms, size and offset...


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Local shape color blending...


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Modelview Difference between GLSL and HLSL?...


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