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### #Actuallipsryme

Posted 01 February 2013 - 12:12 PM

Edit: Wait a sec, it works without doing anything...? That's odd because I remember trying it before and it didn't....

I've been trying to figure out how I can simply include a shader file inside another shader file in Direct3D11. In XNA I could just do

#include "test.fx"
and it worked. I know there's a parameter of a type ID3DInclude* that I can put in during D3DX11CompileFromFile but I am clueless on how this works. And there's almost no documentation on this. Why is it so complicated Does anybody know how to do this ? I'm not using the effect framework btw.

### #6lipsryme

Posted 01 February 2013 - 12:00 PM

I've been trying to figure out how I can simply include a shader file inside another shader file in Direct3D11.
In XNA I could just do
#include "test.fx"
and it worked.

I know there's a parameter of a type ID3DInclude* that I can put in during D3DX11CompileFromFile but I am clueless on how this works.
And there's almost no documentation on this.

Why is it so complicated
Does anybody know how to do this ?
I'm not using the effect framework btw.

### #5lipsryme

Posted 01 February 2013 - 11:59 AM

I've been trying to figure out how I can simply include a shader file inside another shader file in Direct3D11.
In XNA I could just do
#include "test.fx"
and it worked.

I know there's a parameter of a type ID3DInclude* that I can put in during D3DX11CompileFromFile but I am clueless on how this works.
And there's almost no documentation on this.

Why is this so complicated
Does anybody know how to do this ?
I'm not using the effect framework btw.

### #4lipsryme

Posted 01 February 2013 - 11:59 AM

I've been trying to figure out how I can simply include a shader file inside another shader file in Direct3D11.
In XNA I could just do
#include "test.fx"
and it worked.

I know there's a parameter of a type ID3DInclude* that I can put in during D3DX11CompileFromFile but I am clueless on how this works.
And there's almost no documentation on this.

Why is this so complicated
Can somebody explain to me how to do this ?
I'm not using the effect framework btw.

### #3lipsryme

Posted 01 February 2013 - 11:59 AM

I've been trying to figure out how I can simply include a shader file inside another shader file in Direct3D11.
In XNA I could just do
#include "test.fx"
and it worked.

I know there's a parameter of a type ID3DInclude* that I can put in during D3DX11CompileFromFile but I am clueless on how this works.
And there's almost no documentation on this.

Can somebody explain to me how to do this ?
I'm not using the effect framework btw.

### #2lipsryme

Posted 01 February 2013 - 11:58 AM

I've been trying to figure out how I can simply include a shader file inside another shader file in Direct3D11.
In XNA I could just do a
#include "test.fx"

and it worked.

I know there's a parameter of a type ID3DInclude* that I can put in during D3DX11CompileFromFile but I am clueless on how this works.
And there's almost no documentation on this.

Can somebody explain to me how to do this ?
I'm not using the effect framework btw.

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