



<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Ploobs &#187; Shader Code Snippet</title>
	<atom:link href="http://ploobs.com.br/?feed=rss2&#038;cat=89" rel="self" type="application/rss+xml" />
	<link>http://ploobs.com.br</link>
	<description>Creators of Ploobs Engine, OpenSource XNA GameEngine.</description>
	<lastBuildDate>Mon, 29 Apr 2013 23:45:42 +0000</lastBuildDate>
	<language>pt-BR</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.4.2</generator>
		<item>
		<title>BitField in Shaders (SM 3 and before)</title>
		<link>http://ploobs.com.br/?p=2364&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=bitfield-in-shaders-sm-3-and-before</link>
		<comments>http://ploobs.com.br/?p=2364#comments</comments>
		<pubDate>Wed, 20 Mar 2013 01:28:34 +0000</pubDate>
		<dc:creator>tpastor</dc:creator>
				<category><![CDATA[Computacao Grafica]]></category>
		<category><![CDATA[Shader Code Snippet]]></category>
		<category><![CDATA[bitfield]]></category>
		<category><![CDATA[DirectX]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Shader]]></category>

		<guid isPermaLink="false">http://ploobs.com.br/?p=2364</guid>
		<description><![CDATA[Sometimes we need to encode lots of boolean flags in a texture channel and recover it in a shader. I found that shader model 3 and before dont have bitwise operations (they only support floats &#8230; that dont have this &#8230;) !!! Fortunately i found some help on the old good float math and i [...]]]></description>
		<wfw:commentRss>http://ploobs.com.br/?feed=rss2&#038;p=2364</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Phong Tessellation with Geometry Shader</title>
		<link>http://ploobs.com.br/?p=1887&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=phong-tessellation-with-geometry-shader</link>
		<comments>http://ploobs.com.br/?p=1887#comments</comments>
		<pubDate>Fri, 25 Nov 2011 20:48:35 +0000</pubDate>
		<dc:creator>tpastor</dc:creator>
				<category><![CDATA[All Posts]]></category>
		<category><![CDATA[DirectX 11]]></category>
		<category><![CDATA[Shader Code Snippet]]></category>
		<category><![CDATA[DirectX]]></category>
		<category><![CDATA[geometry shader]]></category>
		<category><![CDATA[Tessellation]]></category>

		<guid isPermaLink="false">http://ploobs.com.br/?p=1887</guid>
		<description><![CDATA[First of all, implementing Phong Tessellation using Geometry Shader is NOT a good idea at all since now we have the Directx 11 Tessellator unit !!!! But when i implemented this we did not. And after all, the DirectX 11 implementation uses almost the same shaders idea showed in this post. We recieve a low [...]]]></description>
		<wfw:commentRss>http://ploobs.com.br/?feed=rss2&#038;p=1887</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Code Snippet : Fog Shader</title>
		<link>http://ploobs.com.br/?p=1868&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=code-snippet-fog-shader</link>
		<comments>http://ploobs.com.br/?p=1868#comments</comments>
		<pubDate>Wed, 16 Nov 2011 15:27:32 +0000</pubDate>
		<dc:creator>tpastor</dc:creator>
				<category><![CDATA[Shader Code Snippet]]></category>
		<category><![CDATA[XNA]]></category>
		<category><![CDATA[fog]]></category>
		<category><![CDATA[hlsl]]></category>
		<category><![CDATA[Shader]]></category>

		<guid isPermaLink="false">http://ploobs.com.br/?p=1868</guid>
		<description><![CDATA[In this code snippet we are going to show some simple ways to create a fog like effect in 3D games. The fog effect is a post process (operates on a full screen quad) that recieves the framebuffer texture (the one with the game rendered content) and a depth texture as main parameters. The depth texture (used [...]]]></description>
		<wfw:commentRss>http://ploobs.com.br/?feed=rss2&#038;p=1868</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Code Snipped: Night Vision Shader</title>
		<link>http://ploobs.com.br/?p=1732&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=code-snipped-night-vision-shader</link>
		<comments>http://ploobs.com.br/?p=1732#comments</comments>
		<pubDate>Sat, 01 Oct 2011 13:00:13 +0000</pubDate>
		<dc:creator>tpastor</dc:creator>
				<category><![CDATA[All Posts]]></category>
		<category><![CDATA[Shader Code Snippet]]></category>
		<category><![CDATA[hlsl]]></category>
		<category><![CDATA[post effect]]></category>
		<category><![CDATA[Shader]]></category>
		<category><![CDATA[source code]]></category>

		<guid isPermaLink="false">http://ploobs.com.br/?p=1732</guid>
		<description><![CDATA[This post effect is pretty cool and simple to build. We tried to achieve two things, make the green like effect and add some random noise to the final image. Different from almost all Code Snipped, we will try to explain this effect in a simple way. The noise is the easy part, just pass [...]]]></description>
		<wfw:commentRss>http://ploobs.com.br/?feed=rss2&#038;p=1732</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Code Snipped : Thermal Vision</title>
		<link>http://ploobs.com.br/?p=1717&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=code-snipped-thermal-vision</link>
		<comments>http://ploobs.com.br/?p=1717#comments</comments>
		<pubDate>Fri, 23 Sep 2011 16:34:34 +0000</pubDate>
		<dc:creator>bruno.duartec</dc:creator>
				<category><![CDATA[All Posts]]></category>
		<category><![CDATA[Shader Code Snippet]]></category>

		<guid isPermaLink="false">http://ploobs.com.br/?p=1717</guid>
		<description><![CDATA[This is a simple pixel shader. We recover the texture information and apply a simple transformation. We can reach a good result with this shader. We don´t reach physical results but good ones. sampler TextureSampler; struct PS_INPUT { float2 TexCoord : TEXCOORD0; }; float4 ThermalVision( PS_INPUT Input ) : COLOR0 { float3 tc = float3(1.0, [...]]]></description>
		<wfw:commentRss>http://ploobs.com.br/?feed=rss2&#038;p=1717</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Spot Light with Soft Shadow Shader</title>
		<link>http://ploobs.com.br/?p=1693&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=spot-light-with-soft-shadow-shader</link>
		<comments>http://ploobs.com.br/?p=1693#comments</comments>
		<pubDate>Tue, 20 Sep 2011 13:00:59 +0000</pubDate>
		<dc:creator>tpastor</dc:creator>
				<category><![CDATA[All Posts]]></category>
		<category><![CDATA[Shader Code Snippet]]></category>
		<category><![CDATA[XNA]]></category>

		<guid isPermaLink="false">http://ploobs.com.br/?p=1693</guid>
		<description><![CDATA[This post shows some shaders used to create a Shadow effect using the classic technic Shadow Mapping. The objective of this post is not to explaint how shadows are calculated, we are only going to show the shaders, the creation of the render targets for example will not be shown. The first step in shadow [...]]]></description>
		<wfw:commentRss>http://ploobs.com.br/?feed=rss2&#038;p=1693</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Code Snipped: Contrast Shader</title>
		<link>http://ploobs.com.br/?p=1673&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=code-snipped-contrast-shader</link>
		<comments>http://ploobs.com.br/?p=1673#comments</comments>
		<pubDate>Sat, 10 Sep 2011 13:00:09 +0000</pubDate>
		<dc:creator>tpastor</dc:creator>
				<category><![CDATA[All Posts]]></category>
		<category><![CDATA[Shader Code Snippet]]></category>
		<category><![CDATA[contrast]]></category>
		<category><![CDATA[Shader]]></category>

		<guid isPermaLink="false">http://ploobs.com.br/?p=1673</guid>
		<description><![CDATA[This simple post effect shows how to change the constrast of an image. We just recover the texture color and apply a simple approximated Contrast equation. This approach is very simple and give good results sampler baseSampler : register(s0); float Contrast; float4 PixelShader1( float2 Tex : TEXCOORD ) : COLOR0 { float3 Color = tex2D(baseSampler, [...]]]></description>
		<wfw:commentRss>http://ploobs.com.br/?feed=rss2&#038;p=1673</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Code Snippet: Radial Blur shader</title>
		<link>http://ploobs.com.br/?p=1661&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=code-snippet-radial-blur-shader</link>
		<comments>http://ploobs.com.br/?p=1661#comments</comments>
		<pubDate>Mon, 05 Sep 2011 12:00:15 +0000</pubDate>
		<dc:creator>tpastor</dc:creator>
				<category><![CDATA[Shader Code Snippet]]></category>
		<category><![CDATA[hlsl]]></category>
		<category><![CDATA[radial blur]]></category>

		<guid isPermaLink="false">http://ploobs.com.br/?p=1661</guid>
		<description><![CDATA[This short code snipped will show how to make a simple radial blur as a post effect pass. The effect is cool and the code is preeeetty simple. If you are in XNA, you can use it in spritebatch (make a shader with a pixel shader only, set it and call the classic spritebatch to [...]]]></description>
		<wfw:commentRss>http://ploobs.com.br/?feed=rss2&#038;p=1661</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Code Snippet: HSV to RGB and Vice versa in Shader</title>
		<link>http://ploobs.com.br/?p=1499&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=code-snippet-hsv-to-rgb-and-vice-versa-in-shader</link>
		<comments>http://ploobs.com.br/?p=1499#comments</comments>
		<pubDate>Tue, 26 Jul 2011 13:00:31 +0000</pubDate>
		<dc:creator>tpastor</dc:creator>
				<category><![CDATA[Shader Code Snippet]]></category>
		<category><![CDATA[hsv]]></category>
		<category><![CDATA[rgb]]></category>
		<category><![CDATA[Shader]]></category>

		<guid isPermaLink="false">http://ploobs.com.br/?p=1499</guid>
		<description><![CDATA[This Code snipped will show two custom operation that we normally need to use in our post effect shaders. They are the conversion between the RGB space to HSV and vice versa. The shader is pretty simple and is shown below (this code is used inside a post effect, you can grab the HSVtoRBG and [...]]]></description>
		<wfw:commentRss>http://ploobs.com.br/?feed=rss2&#038;p=1499</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Code Snippet: Classic Effects (Bump, Specular and Paralax) in Shader [HLSL]</title>
		<link>http://ploobs.com.br/?p=1470&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=code-snippet-classic-effects-bump-specular-and-paralax-in-shader-hlsl</link>
		<comments>http://ploobs.com.br/?p=1470#comments</comments>
		<pubDate>Thu, 21 Jul 2011 13:00:45 +0000</pubDate>
		<dc:creator>tpastor</dc:creator>
				<category><![CDATA[All Posts]]></category>
		<category><![CDATA[Computacao Grafica]]></category>
		<category><![CDATA[Shader Code Snippet]]></category>
		<category><![CDATA[bump]]></category>
		<category><![CDATA[code]]></category>
		<category><![CDATA[hlsl]]></category>
		<category><![CDATA[paralax]]></category>
		<category><![CDATA[Shader]]></category>
		<category><![CDATA[specular]]></category>

		<guid isPermaLink="false">http://ploobs.com.br/?p=1470</guid>
		<description><![CDATA[This code snippet will show how to combine some classical effects like Bump Mapping, Specular Mapping and Paralax Mapping (the simple one, not the Paralax Occlusion Mapping) in a single shader. Pay attention that we are not being &#8221; very careful&#8221;, some parts can be correted to be more &#8220;Mathematical perfect&#8221;. A modified and more [...]]]></description>
		<wfw:commentRss>http://ploobs.com.br/?feed=rss2&#038;p=1470</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>
