Chapter 12. Using the High Level Shader Language

IN THIS CHAPTER

In dealing with the programmable pipeline and the High Level Shader Language thus far, the possibilities of what can be accomplished have barely been touched. The items completed up to this point include basic functionality that exists in the fixed-function pipeline, but nothing more advanced. With the open-ended nature of the programmable pipeline, these advanced features that don't exist in the fixed-function pipeline should be the tasks you try to accomplish.

During this chapter you will look a little more deeply into HLSL, and how you can use ...

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