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Do conditional statements slow down shaders?...

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Vertex position relative to normal...

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Cull off parts above the mesh...

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Applying HLSL Pixel Shaders to Win32 Screen Capture...

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running gstreamer pipeline command from opencv videowriter api to stream continuous image to hlssink...

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HLSL 'technique' keyword documentation...

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Sending a byte[] to the GPU?...

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What dose 1.-1 mean in all shader language...

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Trying to reverse HLSL Pixel Shader...

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SimplexNoise rescaling the Gradient inside fbm...

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Scaling seperate triangles (in geometry shader?)...

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Projected grid water horizon detail...

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Standard naming convention for shaders...

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Flipping bits in an integer without bitwise operations...

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Image size independent shader...

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HLSL Shader: Calling function changes return value...

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How do I pass half to a vertex shader?...

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HLSL - asuint of a float seems to return the wrong value...

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Include file containing Constant Buffers - what about the registers?...

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EXECUTION ERROR #362: DEVICE_DRAW_POSITION_NOT_PRESENT...

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How can I pack a float3 into one float...

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Shader saturate() creating gradient when it shouldn't...

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hlsl CG compute shader Race Condition...

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Where to begin for create 2d water?...

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Unity Shader - How to efficiently recolor specific coordinates?...

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Smoothing pixels on Unity's Images component using a customized Default UI shader...

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DirectCompute shader (HLSL) has strange array size...

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Convert DXBC to DXIL (DirectX Bytecode to DirectX Intermediate Language)...

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XNA Distance Vector to HLSL float2...

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Modify global texture3d variable in HLSL...

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