In the past, for D3D9, I would have fxc generate the header-file version of the shader and then #include that into my code. This meant the user never received a copy of the raw HLSL code, which is how I'd like to keep it.
In those days, however, I kept my Vertex and Pixel shaders in different files, so each got its own identifier in the header file. Now with the whole block of technique/pass/etc and both types of shaders in the same FX file, I don't know how to do it.
With only a single variable name in the .h file (which in my case is Particle_HLSL), how do I
gDevice->CreateVertexShader()
gDevice->CreatePixelShader()
It's all working just fine with D3DXCreateEffectFromFile on the fx file, but as noted that means I have to ship the fx file. That's all I'm trying to really avoid, so any ideas are welcome.
Thanks!