common-shaders | commonly used Cg shaders | Graphics library
kandi X-RAY | common-shaders Summary
kandi X-RAY | common-shaders Summary
Collection of commonly used Cg shaders. These shaders are usable by either HLSL and/or Cg runtime compilers. The cg2glsl script will translate most of these into GLSL shaders.
Support
Quality
Security
License
Reuse
Top functions reviewed by kandi - BETA
Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of common-shaders
common-shaders Key Features
common-shaders Examples and Code Snippets
Community Discussions
Trending Discussions on common-shaders
QUESTION
A little background: I'm attempting to make a Windows (10) application which makes the screen look like an old CRT monitor, scanlines, blur, and all. I'm using this official Microsoft screen capture demo as a starting point: At this stage I can capture a window, and display it back in a new mouse-through window as if it were the original window.
I am attempting to use the CRT-Royale CRT shaders which are generally considered the best CRT shaders; these are available in .cg format. I transpile them with cgc to hlsl, then compile the hlsl files to compiled shader byte code with fxc. I am able to successfully load the compiled shaders and create the pixel shader. I then set the pixel shader in the d3d context. I then attempt to copy the capture surface frame to a pixel shader resource and set the created shaders resource. All of this builds and runs, but I do not see any difference in the output image and am not sure how to proceed. Below is the relevant code. I am not a c++ developer and am making this as a personal project which I plan on open sourcing once I have a primitive working version. Any advice is appreciated, thanks.
...ANSWER
Answered 2020-May-03 at 16:24Shaders define how things are drawn. However, you don't draw anything - you just copy, which is why the shader doesn't do anything.
What you should do is to remove the CopyResource call, and instead draw a full screen quad on the back buffer (Which requires you to create a vertex buffer that you can bind, then set the back buffer as render target, and finally call Draw/DrawIndexed to actually render something, which then will invoke the shader).
Also - since I'm not sure whether you already do this and just stripped it from the shown code - functions like CreatePixelShader don't return HRESULTs just for the fun of it - you should check what is actually returned, because DirectX silently returns most errors and expects you to handle them, instead of crashing your program.
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install common-shaders
Support
Reuse Trending Solutions
Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items
Find more librariesStay Updated
Subscribe to our newsletter for trending solutions and developer bootcamps
Share this Page