ShaderX
ATI Engineers contributed a number of chapters and sample code to the book ShaderX: Vertex and Pixel Shader Programming Tips and Tricks, edited by Wolfgang Engel. Now, all of these chapters are provided online for your reference.
*3D Textures and Pixel Shaders
*Animated Grass with Pixel and Vertex Shaders
*Blending Textures for Terrain
*Bubble Shader
*Character Animation with Direct3D Vertex Shaders
*Crystal/Candy Shader
*Accurate Environment Mapped Reflections and Refractions by Adjusting for Object Distance
*Diffuse Cube Mapping
*Image Processing with 1.4 Pixel Shaders in Direct3D
*Non-Photorealistic Rendering with Pixel and Vertex Shaders
*Rendering Ocean Water
*Per-Pixel Strand Based Anisotropic Lighting
*Per Pixel Fresnel Term
*Rippling Reflective and Refractive Water
*Shadow Volume Extrusion Using a Vertex Shader
*Texture Perturbation Effects
ShaderX2
ATI has contributed a number of chapters and sample code to the books ShaderX2: Introductions and Tutorials with DirectX 9.0 and ShaderX2: Shader Programming Tips and Tricks With Directx 9.0, edited by Wolfgang Engel. We will be releasing these chapters in the coming months, so stay tuned!
*Introduction to the DirectX® 9 High Level Shading Language
*Simulation of Iridescence and Translucency on Thin Surfaces
*Motion Blur Using Geometry and Shading Distortion
*Advanced Image Processing with DirectX® 9 Pixel Shaders
More to come...
http://www.ati.com/developer/shaderx/index.html
ATI Engineers contributed a number of chapters and sample code to the book ShaderX: Vertex and Pixel Shader Programming Tips and Tricks, edited by Wolfgang Engel. Now, all of these chapters are provided online for your reference.
*3D Textures and Pixel Shaders
*Animated Grass with Pixel and Vertex Shaders
*Blending Textures for Terrain
*Bubble Shader
*Character Animation with Direct3D Vertex Shaders
*Crystal/Candy Shader
*Accurate Environment Mapped Reflections and Refractions by Adjusting for Object Distance
*Diffuse Cube Mapping
*Image Processing with 1.4 Pixel Shaders in Direct3D
*Non-Photorealistic Rendering with Pixel and Vertex Shaders
*Rendering Ocean Water
*Per-Pixel Strand Based Anisotropic Lighting
*Per Pixel Fresnel Term
*Rippling Reflective and Refractive Water
*Shadow Volume Extrusion Using a Vertex Shader
*Texture Perturbation Effects
ShaderX2
ATI has contributed a number of chapters and sample code to the books ShaderX2: Introductions and Tutorials with DirectX 9.0 and ShaderX2: Shader Programming Tips and Tricks With Directx 9.0, edited by Wolfgang Engel. We will be releasing these chapters in the coming months, so stay tuned!
*Introduction to the DirectX® 9 High Level Shading Language
*Simulation of Iridescence and Translucency on Thin Surfaces
*Motion Blur Using Geometry and Shading Distortion
*Advanced Image Processing with DirectX® 9 Pixel Shaders
More to come...
![::URL::](http://www.blogcn.com/images/aurl.gif)