Hi,
I am rather curious about the 'standard' implementation of the vertexshader, the one that seems to produce 1 of three fixed points { (-1,1), (-1,-3) or (3,1) } depending on the vertex id. Why is it like that and how do the pixel shaders following it seem to be written to expect the texture coordinates spanning the entire screen actually get these texture coordinates, rather then just one of the three the vertex shader produces?
Or is this vertex shader just a placeholder?
I am no graphics programmer, but I have written a filter or two in HLSL for Virtualdub's gpushader plugin. I was hoping to write a 'shader' to enlarge a part of the view, namely the tiny icons of the target effect monitor in Guildwars 2.
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