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Endemoniada

Shader Technique Alternative for D3D11 ?

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Hi guys,

 

I used to use techniques to combine two shaders that do pretty much the same thing, like a two-pass blur shader. Is there a way to do somethng similar in D3D11 ?

 

I know I can pass a variable via the constant buffer and do a conditional but that's not very satisfying.

 

Thanks.

 

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