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DXR: How to identify the geometry instance of the bottom level AS inside the closest hit shader...


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Do HLSL intrinsic functions support half type?...


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DirectX Clip space texture coordinates...


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Screen-space to clip-space conversion problems...


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DirectX11 set shader constants...


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How can I optimise an SM3 HLSL pixel shader by only executing complex code for some pixels?...


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rotate part of texture around pivot...


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Exoplayer activity not playing video instead it's showing an empty screen...


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Scaling issue in pixel and vertex shader...


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Implementing a SpinLock in a HLSL DirectCompute shader...


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2D Water Bump Mapping - Monogame...


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DirectCompute multithreading performance (threads and thread groups) for multidimensional array proc...


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Combining Two Shaders into One Shader...


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DirectCompute shader: how to get rid of warning X3205: 'round'...


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Direct3D Shader Internal Compiler Error X8000: Invalid Bytecode...


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swift can not save .m3u8 file to gallery...


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Why I can't use tex2D inside a loop in Unity ShaderLab?...


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Advanced moiré a pattern reduction in HLSL / GLSL procedural textures shader - antialiasing...


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DirectCompute: How to read from a RWTexture2D<float4>?...


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Which parts of this water shader are resposible for the transparancy?...


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is effect file(collection of pipeline stage) useful in directX?...


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Drawing lines and characters in a texture2D (DirectCompute HLSL programming)...


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Device took an unreasonable amount of time to execute its commands...


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How to use vertex, normal and texture indices together?...


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warning X3557: loop only executes for 0 iteration(s), forcing loop to unroll...


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warning X4000: use of potentially uninitialized variable...


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How to setup geometry shaders in HLSL?...


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DirectX compute shader: how to write a function with variable array size argument?...


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HLSL splitting shader into multiple files...


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Distribution Pattern (Texture) and Ramp Math?...


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