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CadeF

[Resolved][MDX]Question about procedural HLSL textures

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Lets say I have the following code in my .fx shader
texture permTexture
<
    string texturetype = "2D";
    string format = "l8";
	string function = "GeneratePermTexture";
	int width = 256, height = 1;
>;
float4 GeneratePermTexture(float p : POSITION) : COLOR
{
	return permutation[p*256] / 255.0f;
}


In FX composer, permTexture is created from the function GeneratePermTexture. How would I do that, in my MDX app? Thanks [Edited by - CadeF on March 6, 2006 2:22:05 AM]

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Well you could do this simply in a fragment shader just drop in the code you have there (though you'll need to drop the POSITION and COLOR semantics) as a function and then call it passing in an appropiate position and use the colour returned.

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Well it'll look something like this:


float4 frag_main(FRAG_IN i) : COLOR
{
float4 texColor = GeneratePermTexture(i.texPos);
//use texColor here
}



Where i.texPos comes from depends upon what's actually passed as the position in FX Composer when generating that texture.

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Guest Anonymous Poster
Isnt there some effect function to return a function given an input value?

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