Vertex and Pixel Shaders, Part 2
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Input and output of a vertex shader and a pixel shader
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Data types, swizzling, and write mask
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Built-in functions
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Standard coordinate frames; conversions between them; matrices supplied
by the framework
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Defining a user interface inside an .fx file; connecting fields to objects
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Per-vertex lighting
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Deformation effects; correcting the normal vector after defomation
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Using several passes: backface culling, z buffer, alpha blending
For details again refer to my paper.