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Shader Fragment in a Material Manager

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Hi all, I will need to start designing/implementing my material/texture manager pretty soon, i'm planing to use shaders everywhere. From simple texturing, to complex material, since current card and futures ones will only support flexible pipeline shader. The thing is that i don't remember where i read that, but if i remember well, they were saying that it was possible to "compose" shader at run-time, let say in a loading phase, from basic shader fragments. For now, i got some basic shaders, TextureShader, TextureNormalShader and so on, but since alot of theses shaders are/will extent already created shaders, i wondering if there's a way of "composing" those shader at runtime. Papers, links and tutorials will be really appreciated... Thanks all, Jonathan

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Check out the Fragment Linker sample in the SDK - it does exactly what you want. Using ID3DXFragmentLinker you can generate new shaders composed of pre-defined chunks at runtime.

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Thanks, exactly what i was looking for...

Nice timing, now that my resource manager is almost finish, this come just to point.

The DX part of MSDN, is still so big, i was browsing MSDN and never clicked on the right link to found this interface.

Thanks again,
Jonathan

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