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128mb Pixel Shader 30 Indir 72 _HOT_

128mb Pixel Shader 30 Indir 72 _HOT_


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128mb Pixel Shader 30 Indir 72

once the vertex data is returned by the vertex shader, the rasterizer then renders the triangles based on the data. for this sample, a typical 4x4x4 mesh is rendered with the position and color attributes interpolated by the vertex shader. the number of vertices is limited by the max_vertexes limit of the vertex buffer.

the number of triangle strips is computed by the vertex shader by taking the vertex count as input and computing the number of triangle strips. the function takes the number of vertices as input and returns the number of triangles in the triangle strip. this is typically used to determine the number of triangles that need to be rendered. each triangle strip is then rendered by the vertex shader.

the draw method of the spritebatch object determines which triangles need to be rendered by the pixel shader. the draw method determines which triangles to render by the position and color of the vertices. the draw method also determines which triangles to render by whether the triangles are adjacent or not. the draw method performs a depth test by comparing the z value of each vertex against the z value of the currently-rendered triangle. if the z value of the triangle is less than or equal to the z value of the vertex, then the vertex is in front of the triangle, and the triangle is displayed. if the vertex z value is greater than the z value of the triangle, then the triangle is behind the vertex, and the vertex is not displayed. the z value is determined by the position of the vertex in the vertex buffer.

back to the pixel shader. the main task of the shader is to compute the final color for each pixel. to do that, it must first determine the texture coordinates for that pixel, and then pass those to a more general computation. the texture coordinates are stored in the sv_texcoord0 to sv_texcoord7 registers. the texture coordinate computation is contained in the code segment between sv_position and sv_texcoord0. you can see that the texture coordinates are interpolated, because the shader is also reading and writing the sv_texcoord0 register. interpolation is the default behavior, but it is not required. interpolation tells the gpu to calculate the texture coordinates as a fractional value from one texture coordinate to the next. this also tells the gpu to return the calculated texture coordinates for the current vertex instead of interpolating the values from the two previous vertices. in this case, you are using the texture coordinates to determine the pixel position, so interpolation is not required.
our shader is pretty basic. there are no loops, no branching, and no branching-based calculations. the shader does not even use the texture2d function because there is no texture coordinate values to use. the code segment between sv_position and sv_texcoord0 is a typical vertex shader code that is followed by a per-vertex texture coordinate calculation. the per-vertex calculation is a typical fragment shader code.
the model count method is used to return the number of vertices in the mesh, which are required by d3d to render the mesh. each vertex consists of a position and a normal vector. this method counts the number of vertices in the mesh that are available in the input vertex buffer. this method should only be called after the vertex buffer has been processed by a vertex shader.
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