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Shader model 2.0
Shader model 2.0













shader model 2.0 shader model 2.0

Return Base * Distance * light.Color * light.Intensity įloat4 Deferredlight(float2 TexCoords : TEXCOORD0) : COLORįloat4 Base = tex2D(ColorMap, TexCoords) įloat3 PixelPosition = float3(ScreenWidth * TexCoords.x, ScreenHeight * TexCoords. Sorry I did not post it before.įloat4 CalculateLight(Light light, float4 Base, float3 PixelPosition)įloat2 Direction = light.Position - PixelPosition įloat Distance = saturate(1 / length(Direction) * light.Radius) įloat Amount = max(0, dot(Base,normalize(Distance))) Even if you're only using one light, I bet you have a loop running through a "numLights" constant (or similar) and possibly an "if" or two inside that loop, so the shader itself doesn't know how many you have at compile time, nor does it know what code path any given light is going to take, both of which can affect performance.įor both of these you may find it beneficial to procedurally build 16 separate shaders and select the appropriate one depending on how many lights you have, as well as checking your shader compile flags, experimenting with D3DXSHADER_AVOID_FLOW_CONTROL and D3DXSHADER_PREFER_FLOW_CONTROL. Pixel shader constants were really weird in older shader models, and sometimes involved crazy stuff like the driver having to hot-patch shader code. Regarding your FPS drop, this would be caused by overflowing a limit on the number of pixel shader constants you can reasonably use. You'd have to post your full shader, as well as the code you're using to compile it, in order to make a proper analysis of this. Ill do a test tomorrow on other computers and let you know.

shader model 2.0

Thanks,ģ21321321 321321321 Posts: 1 Joined: 16.It's possible that the HLSL compiler is optimizing some dynamic branching better in the SM2 shader SM2 didn't really support any dynamic branching at all and would emulate it via built-in instructions which could well end up being faster than doing real dynamic branching. Yes, but the WebPlayer statistics says only 8 of users have a shader model 2.0 video card, so we so decided to ignore the problem. Ive been looking around and heard that having directx 9.0 runs shader model 2.0 but mines 9.0c which is meant to be able to run shader model 3.0 Thats basically my first inqu. This is what I was hoping for (at least) so I wouldn't have to run windows just for this (and for web browser testing stuff). Basically my PC refuses to play my installed version of The Sims three due to my graphics card not being good enough. So is it simply not supported yet? League of legends is an adboe air game, and I've seen it played on lower-quality hardware, it just looks worse. What I've done to try to fix the problem: Please make sure your video card supports shader model 2.0 and that it is using drivers from the manufacturer". I can get the menus just fine, but when I start a game I get the following error: "An unknown driectX error has occurred. I'm running a 64 bit windows 7 guest to play this game.















Shader model 2.0