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LeLe

pixelshader question?

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in ps.1.3 texreg2ar t1, t0 what coordiantes will be used to fetch t1. because t0 is a fixed-point register, a and r compoenent is not a float data, is it just use the coodinates as a / 255.0f, r / 255.0f. help please.

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the four colour channels have values in the range [0..1] in the pixel shader - they will be converted to [0..255] (or theoretically whatever else is appropriate) after the data leaves the shader.

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then the first texture fetch is to convert texure color [0..255] to [0..1] into shader

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