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textureLod into HLSL #479450
03/30/20 18:01
03/30/20 18:01
Joined: May 2009
Posts: 5,273
Caucasus
3run Offline OP
Senior Expert
3run  Offline OP
Senior Expert

Joined: May 2009
Posts: 5,273
Caucasus
Hey,

I've been trying to convert some stuff from shadertoy into HLSL and faced this textureLod thing:
Code
vec3 col = textureLod(iChannel0, UV+n, focus).rgb;
Here how I tried to solve it:
Code
float4 s = float4(UV.x + n.x, UV.y + n.y, 0, focus);
float3 col = tex2Dlod(postTex, s).rgb;
This one does compile, but it doesn't seems to work correctly (doesn't get blurred)...
[Linked Image]

Then I tried this:
Code
Texture2D MyTexture;


float4 FP(float2 fragCoord: VPOS) : COLOR
{
	/// ... ///
	
	float3 col = MyTexture.SampleLevel(postTex, UV+n, focus).rgb;
	
	/// ... ///
}
But it gave me malfunction W1550:
[Linked Image]

Here is original version:
https://www.shadertoy.com/view/ltffzl

Best regards!


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Re: textureLod into HLSL [Re: 3run] #479459
03/31/20 07:04
03/31/20 07:04
Joined: Jul 2007
Posts: 566
Turkey, izmir
Emre Offline
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Emre  Offline
User

Joined: Jul 2007
Posts: 566
Turkey, izmir
Code
Texture2D MyTexture;


float4 FP(float2 fragCoord: VPOS) : COLOR
{
	/// ... ///
	
	float3 col = MyTexture.SampleLevel(postTex, UV+n, focus).rgb;
	
	/// ... ///
}


i think "SampleLevel" is part of shader 4.0. (Minimum dx10)


Re: textureLod into HLSL [Re: Emre] #479460
03/31/20 09:28
03/31/20 09:28
Joined: May 2009
Posts: 5,273
Caucasus
3run Offline OP
Senior Expert
3run  Offline OP
Senior Expert

Joined: May 2009
Posts: 5,273
Caucasus
Originally Posted by Emre
i think "SampleLevel" is part of shader 4.0. (Minimum dx10)
That's sad... so I guess there is no easy way to convert this line?


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Re: textureLod into HLSL [Re: 3run] #479461
03/31/20 09:36
03/31/20 09:36
Joined: Jun 2007
Posts: 1,323
Hiporope and its pain
txesmi Offline
Serious User
txesmi  Offline
Serious User

Joined: Jun 2007
Posts: 1,323
Hiporope and its pain
Originally Posted by 3run
Code
float4 s = float4(UV.x + n.x, UV.y + n.y, 0, focus);
float3 col = tex2Dlod(postTex, s).rgb;

This one does compile, but it doesn't seems to work correctly (doesn't get blurred)...


You are right there, 'tex2Dlod' is the corresponding function but the source image needs mipmaps to make a difference. It seems you are trying to blur a scene through its render target and render targets never have mipmaps.

Re: textureLod into HLSL [Re: 3run] #479462
03/31/20 10:21
03/31/20 10:21
Joined: May 2009
Posts: 5,273
Caucasus
3run Offline OP
Senior Expert
3run  Offline OP
Senior Expert

Joined: May 2009
Posts: 5,273
Caucasus
Oh, I was using it in a wrong way then! Thank you for making things clear! laugh


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