In WPF, I want to use a pixel shader to modify a composite image, i.e. a new image first Shadowed image of The new image comes in the form of a large-scale transparent image, where the data is present (mathematical work - sine wave, etc.). Anyway, this process needs to be repeated very fast - currently shadow the shaded texture with a new image and then sort the overall image. The problem is that I do not know how to use shaded textures from within my shaders.
Basically, you have to add a Texture2D
variable to your header Set that parameter as the necessary texture to reach before dragging that new look (I'm unsure of that process in WPF) You do something like this:
// blahblahblah variable here Texture2D preflex; Sampler Previous FixedSempler = Sampler 2D {Texture = Previous Change; }; // blahblahblah code here
you can sample the text with a tex2d
call.
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