Does anyone here have any experience with creating CRT filters in HLSL, particularly the Rho-Theta format? I am trying to replicate an old CRT display in a 3D scene in one of my projects but not sure where to start.
I have hooked into the ID3D10Device instance of a game and am attempting to retrieve the view, projection, and world matrices from it in order to determine the camera position. But i cant seem to locate a way to get hold of active ID3D10Effect instances from the device.
To those of you who helped me with my various questions on DX11 and shaders...thanks a bunch. Made one of my dreams come true(blending some lighting textures together in a DX9 engine. Gave much better performance).
I am having a little problem with a loop in my pixel shader
int i = start;
if(lt[i] != 0)
color1 = shaderTextures[i].SampleLevel(SampleType, input.tex, 0)*lt[i];
}while(i < 8);
When i try to compile i get the error X3512: sampler array index must be a literal expression
for the line where the texture is sampled. Does this mean that I cant use a loop counter variable in the array? How can i get around this so i can prevent textures from being sampled when not necessary without going into a brute force method using a whole string of if/else statements?