Total 6 Posts
The High-Level Shader Language is a proprietary shading language developed by Microsoft for the Direct3D 9 API to augment the shader assembly language, and went on to become the required shading language for the unified shader model of Direct3D 10 and higher.

Shader Data

In this short tutorial we will discuss constant buffers to manipulate GPU data at runtime in more details.

Shader Effects

This brief tutorial features a few examples for simple shader effects, such as colour inversion, warm and cold colours and scaling.

The High-Level Shading Language

This tutorial is an introduction to the High-Level Shading Language. It focuses on the two main differences between C and HLSL: variable names and semantics.

The Graphics Rendering Pipeline

In this more theoretical tutorial we will get a look at the anatomy of the GPU itself. We will learn about all the different parts that constitute the graphical processing unit and how to use them for our purposes.

Among Colourful Stars

In this tutorial we will learn how to add colour to each vertex and how to change the shaders to work with colours. Dynamic buffers are introduced to dynamically change buffer contents.

Of Shaders and Triangles

This tutorial is an introduction to shaders and the high level shading language. A vertex and a pixel shader are created and a triangle is drawn to the screen.