Shaders have been a part of Direct3D for a while now. Vertex and pixel shaders have given developers the power to control every detail of how their data is manipulated in multiple stages of the pipeline, giving them increased realism. Now with Direct3D 11, the next iteration of shader technology is being released: shader model 5.0.
In this chapter:
What an effect file is
How to use the High Level Shading Language
What the various types of shaders are
A basic understanding of lighting
The capabilities of both vertex and pixel shaders have been increased. The number of instructions possible has gone up, more textures can be accessed, and shaders can be more complicated. Instead of just limiting ...