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Transforming single-pass into multi-pass shader #61509
01/02/06 15:17
01/02/06 15:17
Joined: Aug 2003
Posts: 183
BionicHero Offline OP
Member
BionicHero  Offline OP
Member

Joined: Aug 2003
Posts: 183
Hi!
I took the HLSL shader for terrain multitexturing and added some extra textures for which I had to go up from PS1.1 to PS1.4.
However I want this to be also PS1.1-compatible so I wanted to transform the 1.4-single-pass shader into a 1.1-multi-pass shader. My problem is: How to do it? Do you have to render the first pass into memory and then sample that into the second pass? If yes, how do I have to code that? If not, how does it work instead?
Any directions would be great! I went over Google for over an hour and I found not a single multi-pass shader in HLSL...

Re: Transforming single-pass into multi-pass shade [Re: BionicHero] #61510
01/02/06 15:22
01/02/06 15:22
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
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ello  Offline
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Joined: Oct 2002
Posts: 8,939
planet.earth
you need to use the blend states: srcBlend and destBlend. for the second and following passes you need to set EnableAlphaBlend = 1; and BlendOp = 1;

check the dx sdk documentation for those src and destBlend states


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