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How do I tell what kind of shader an hlsl shader is by looking at the code?

The real work horse shader looks to be the compute shader near the bottom of the list in this file. The other shaders which has fragment and vertex code in it is in this file. One of the first things ...
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1 vote

How to calculate ray-origin and ray-direction in vertex shader working universally for any projection and using interpolators for performance

There is no universal solution here since there are many different small variations that can be applied to get a specific result. One of the things that trips people up when computing ray's in the ...
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1 vote

Numerically integratable fog volume feathering along a ray

The value of an integration is the area under the curve between the limits of integration. Since the density of the fog is constantly increasing starting at zero until it reaches the density of the ...
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