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Thread: Converting DX9 shaders to DX11

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    Pixelthief. Thank you for your hard work and sharing the shaders.

    Marv
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    Can someone convert the Saturation shader to dx11? I got lost halfway through.
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    Quote Originally Posted by zip2kx View Post
    Can someone convert the Saturation shader to dx11? I got lost halfway through.
    sure thing, this should work;
    saturation.zip

    keep in mind that version will also work for any RGB coefficient or blend coefficient on the object using the shader, unlike the DX9 version, so it will look different if you use RGBA on the object (you probably don't, so you wouldn't have to mind that. But having the rgba modifier means you could also slightly color the background like a sepia filter and smoothly fade in the shader, so I thought it was worth including)

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    Thank you very much!

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    A shader that I also have problem:
    https://community.clickteam.com/threads/92958-Convex-Quadrilateral-pixel-shader
    If you could look, it would do me a great service.

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    Quote Originally Posted by Pixelthief View Post
    sure thing, this should work;
    saturation.zip

    keep in mind that version will also work for any RGB coefficient or blend coefficient on the object using the shader, unlike the DX9 version, so it will look different if you use RGBA on the object (you probably don't, so you wouldn't have to mind that. But having the rgba modifier means you could also slightly color the background like a sepia filter and smoothly fade in the shader, so I thought it was worth including)
    Very cool, thank you!!

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    Quote Originally Posted by denisstephane View Post
    A shader that I also have problem:
    https://community.clickteam.com/threads/92958-Convex-Quadrilateral-pixel-shader
    If you could look, it would do me a great service.
    that ones not so simple, it comes out to be 79 operations in HLSL when I compile it, but its limited to 64 operations, so it would take some optimization
    I'm not 100% sure this will work the same, but I simply deleted all its fancy 'check to see if its in the box' code and instead just bounded the coordinates it will sample from at [0,1]
    that should work, right?

    Quad.zip

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    Ok, thank you very much. I appreciate your help.

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    I tried to convert this shader myself, but I couldn't get it to work.
    Attached files Attached files

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    I tried to convert my shader...
    I edited my script and did all requested replacements...

    But the true nightmare start with fxc.exe....
    I installed Visual Studio Community 2019 and 2017 with a lot of random options and huge packages but I never found fxc.exe...
    What I need to install this legendary SDK ?

    There are a download link and detailed procedure somewhere ?

    Thank you for help

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