Dark Bit Factory & Gravity

PROGRAMMING => C / C++ /C# => Topic started by: va!n on June 10, 2007

Title: DirectX9 - Pixelshader *.ps and *.fx files...
Post by: va!n on June 10, 2007
i know here are some guys knowing about pixelshaders coding... maybe some of you noticed my posted source for the oldskool xor textured tunnelfx... a good friend tried to code the same fx using pixelshaders.... we just changed to textures to 256x256 instead of screensize (else there is a drawing problem)

The FX works fine in the MS fx editor.... now we are a bit shocked about the filesize for the effect... maybe someone can help us, whats wrong and if there is any way to optimize the compiled fx / shader files...

- Tunnel fx file (text based) == 1.927 bytes
- Tunnel fx file (compiled) == 4.612 bytes O.O
- Tunnel ps file (compiled) == 1.964 bytes O.O

Is it normal, that compiled DX9 shaderfiles are bigger as the plain text based file?
Title: Re: DirectX9 - Pixelshader *.ps and *.fx files...
Post by: taj on June 16, 2007
I have no idea (only use DX maths libs but glsl for shaders). If you find out post a summary I'd like to know.