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Direct3D Rendering Cookbook

Direct3D Rendering Cookbook

4.1 (10)
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Direct3D Rendering Cookbook

Direct3D Rendering Cookbook

4.1 (10)

Overview of this book

Table of Contents (19 chapters)
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Direct3D Rendering Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1
Further Reading
2
Index

Reading the G-Buffer


In this recipe, we will look at the HLSL shader code necessary to read from the G-Buffer's resources. We will then use the screen-aligned quad to implement a debug pixel shader for displaying information from the G-Buffer to screen.

Getting ready

We will follow on from where we left off with Filling the G-Buffer using the same G-Buffer layout as described in that recipe, and make use of the screen-aligned quad from Implementing a screen-aligned quad renderer.

How to do it…

First let's begin by outlining the HLSL code necessary to extract the attributes from the G-Buffer.

  1. We'll start by defining a structure to store the loaded G-Buffer attributes in, as shown in the following HLSL code snippet:

    // Structure for holding loaded G-Buffer attributes
    struct GBufferAttributes
    {
        float3 Position;
        float3 Normal;
        float3 Diffuse;
        float SpecularInt; // specular intensity
        float3 Emissive;
        float SpecularPower;
    };
    // Screen-aligned Quad PixelIn
    struct PixelIn
    {
      ...
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Programming languages
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Direct3D Rendering Cookbook
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