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branch less float comparison in HLSL...


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Exiting after N threads in a compute shader...


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CreateComputeShader returns E_INVALIDARG when using doubles...


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Is it possible to write to a non 4-bytes aligned address with HLSL compute shader?...


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Unexpected token struct in compute shader...


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How do pixel values behave in DirectX 11 HLSL shaders?...


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Unity/HLSL: Odd results when trying to use different parts of texture atlas depending on surface nor...


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How to correct this HLSL pixel shader to round corners of a quad?...


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HLSL vs GLSL, in writing Unity shaders...


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Direct X Input Assembler - Vertex Shader linkage error...


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How to enable Hardware Percentage Closer Filtering?...


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HLSL Alignment issues...


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Can vertex alpha be set for a surface shader appdata input?...


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Texture split when resolution is high in HSLT custom Direct2D effect...


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GLSL to HLSL issues...


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