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	<title>Comments on: </title>
	<atom:link href="http://sharky.bluecog.co.nz/?feed=rss2&#038;p=75" rel="self" type="application/rss+xml" />
	<link>http://sharky.bluecog.co.nz/?p=75</link>
	<description>Home of the Air Legends game for Xbox 360 and Windows, Bionic Shark Studios, XNA game development &#38; other madness</description>
	<lastBuildDate>Sun, 22 Apr 2012 22:22:43 +0800</lastBuildDate>
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		<item>
		<title>By: Sharky</title>
		<link>http://sharky.bluecog.co.nz/?p=75&#038;cpage=1#comment-155966</link>
		<dc:creator>Sharky</dc:creator>
		<pubDate>Fri, 03 Sep 2010 08:18:33 +0000</pubDate>
		<guid isPermaLink="false">http://sharky.bluecog.co.nz/?p=75#comment-155966</guid>
		<description>Thanks for that. Good to know.</description>
		<content:encoded><![CDATA[<p>Thanks for that. Good to know.</p>
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	</item>
	<item>
		<title>By: Dan</title>
		<link>http://sharky.bluecog.co.nz/?p=75&#038;cpage=1#comment-155917</link>
		<dc:creator>Dan</dc:creator>
		<pubDate>Fri, 03 Sep 2010 00:46:28 +0000</pubDate>
		<guid isPermaLink="false">http://sharky.bluecog.co.nz/?p=75#comment-155917</guid>
		<description>The website is www.digitseven.com by the way.</description>
		<content:encoded><![CDATA[<p>The website is <a href="http://www.digitseven.com" rel="nofollow">http://www.digitseven.com</a> by the way.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Dan</title>
		<link>http://sharky.bluecog.co.nz/?p=75&#038;cpage=1#comment-155916</link>
		<dc:creator>Dan</dc:creator>
		<pubDate>Fri, 03 Sep 2010 00:45:58 +0000</pubDate>
		<guid isPermaLink="false">http://sharky.bluecog.co.nz/?p=75#comment-155916</guid>
		<description>If you&#039;re looking for help on shaders, I&#039;ve written some pretty basic tutorials for things such as ambient light, diffuse light, specular light, rim lighting, texturing, etc.

I break them down to the very smallest detail so it should help out!</description>
		<content:encoded><![CDATA[<p>If you&#8217;re looking for help on shaders, I&#8217;ve written some pretty basic tutorials for things such as ambient light, diffuse light, specular light, rim lighting, texturing, etc.</p>
<p>I break them down to the very smallest detail so it should help out!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Dan Lodge</title>
		<link>http://sharky.bluecog.co.nz/?p=75&#038;cpage=1#comment-81440</link>
		<dc:creator>Dan Lodge</dc:creator>
		<pubDate>Wed, 19 Nov 2008 19:56:21 +0000</pubDate>
		<guid isPermaLink="false">http://sharky.bluecog.co.nz/?p=75#comment-81440</guid>
		<description>In one of the early posts on here, riemer suggests that people looking into HLSL already [should] have a foundation in 3D programming.

I&#039;m an artist who is interested in post process effects and NPR (non-photo realistic) shaders. A few less technical artists have told me that shaders are programmer work, but at the end of the day shaders are a visual thing, and i want them in my bag of tricks - ideally without having to dedicate masses of time learning irrelevant info.
 :)</description>
		<content:encoded><![CDATA[<p>In one of the early posts on here, riemer suggests that people looking into HLSL already [should] have a foundation in 3D programming.</p>
<p>I&#8217;m an artist who is interested in post process effects and NPR (non-photo realistic) shaders. A few less technical artists have told me that shaders are programmer work, but at the end of the day shaders are a visual thing, and i want them in my bag of tricks &#8211; ideally without having to dedicate masses of time learning irrelevant info.<br />
 <img src='http://sharky.bluecog.co.nz/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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	</item>
	<item>
		<title>By: Sharky</title>
		<link>http://sharky.bluecog.co.nz/?p=75&#038;cpage=1#comment-30558</link>
		<dc:creator>Sharky</dc:creator>
		<pubDate>Wed, 12 Dec 2007 07:21:21 +0000</pubDate>
		<guid isPermaLink="false">http://sharky.bluecog.co.nz/?p=75#comment-30558</guid>
		<description>I&#039;m not strong on shaders myself, but you could start by looking at this Ziggyware post &amp; HLSL links...

http://www.ziggyware.com/news.php?readmore=461

p.s.  HLSL = High Level Shader Language = &quot;Shaders&quot;.</description>
		<content:encoded><![CDATA[<p>I&#8217;m not strong on shaders myself, but you could start by looking at this Ziggyware post &#038; HLSL links&#8230;</p>
<p><a href="http://www.ziggyware.com/news.php?readmore=461" rel="nofollow">http://www.ziggyware.com/news.php?readmore=461</a></p>
<p>p.s.  HLSL = High Level Shader Language = &#8220;Shaders&#8221;.</p>
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	</item>
	<item>
		<title>By: Hannes</title>
		<link>http://sharky.bluecog.co.nz/?p=75&#038;cpage=1#comment-30531</link>
		<dc:creator>Hannes</dc:creator>
		<pubDate>Wed, 12 Dec 2007 01:31:46 +0000</pubDate>
		<guid isPermaLink="false">http://sharky.bluecog.co.nz/?p=75#comment-30531</guid>
		<description>I am very new to XNA programming and I want to make a water shader for my game.
Can anyone help me?
Thanks.</description>
		<content:encoded><![CDATA[<p>I am very new to XNA programming and I want to make a water shader for my game.<br />
Can anyone help me?<br />
Thanks.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: John Hurliman</title>
		<link>http://sharky.bluecog.co.nz/?p=75&#038;cpage=1#comment-244</link>
		<dc:creator>John Hurliman</dc:creator>
		<pubDate>Mon, 30 Oct 2006 11:01:09 +0000</pubDate>
		<guid isPermaLink="false">http://sharky.bluecog.co.nz/?p=75#comment-244</guid>
		<description>Sharky thanks for the help. I went out yesterday and bought a book on Managed DirectX which covers shaders, and most everything applies to XNA with a few code tweaks. I have a basic XNA app written (video here: http://www.jhurliman.org/index.php/2006/sceneviewer-video/) and will try out your color tint pixel shader now.</description>
		<content:encoded><![CDATA[<p>Sharky thanks for the help. I went out yesterday and bought a book on Managed DirectX which covers shaders, and most everything applies to XNA with a few code tweaks. I have a basic XNA app written (video here: <a href="http://www.jhurliman.org/index.php/2006/sceneviewer-video/)" rel="nofollow">http://www.jhurliman.org/index.php/2006/sceneviewer-video/)</a> and will try out your color tint pixel shader now.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Sharky</title>
		<link>http://sharky.bluecog.co.nz/?p=75&#038;cpage=1#comment-80</link>
		<dc:creator>Sharky</dc:creator>
		<pubDate>Tue, 10 Oct 2006 20:28:12 +0000</pubDate>
		<guid isPermaLink="false">http://sharky.bluecog.co.nz/?p=75#comment-80</guid>
		<description>Thanks John.

Yeah, I know how you feel.

I might be able to help you with the color tint thing.  I don&#039;t have the code in front of me (I&#039;m at work), but from memory it was something like:

    outputColor.rgb = outputColor.rgb * tintColor.rgb;

where tintColor is a global(?) variable Vector4 passed in to the shader using the Effect class at render time.

I believe this is equivalent to doing:

    outputColor.r = outputColor.r * tintColor.r;
    outputColor.g = outputColor.g * tintColor.g;
    outputColor.b = outputColor.b * tintColor.b;

I will confirm, and blog it along with my Cloud.fx hlsl source code ASAP.

Stay tuned...</description>
		<content:encoded><![CDATA[<p>Thanks John.</p>
<p>Yeah, I know how you feel.</p>
<p>I might be able to help you with the color tint thing.  I don&#8217;t have the code in front of me (I&#8217;m at work), but from memory it was something like:</p>
<p>    outputColor.rgb = outputColor.rgb * tintColor.rgb;</p>
<p>where tintColor is a global(?) variable Vector4 passed in to the shader using the Effect class at render time.</p>
<p>I believe this is equivalent to doing:</p>
<p>    outputColor.r = outputColor.r * tintColor.r;<br />
    outputColor.g = outputColor.g * tintColor.g;<br />
    outputColor.b = outputColor.b * tintColor.b;</p>
<p>I will confirm, and blog it along with my Cloud.fx hlsl source code ASAP.</p>
<p>Stay tuned&#8230;</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: John Hurliman</title>
		<link>http://sharky.bluecog.co.nz/?p=75&#038;cpage=1#comment-78</link>
		<dc:creator>John Hurliman</dc:creator>
		<pubDate>Tue, 10 Oct 2006 19:56:53 +0000</pubDate>
		<guid isPermaLink="false">http://sharky.bluecog.co.nz/?p=75#comment-78</guid>
		<description>I would love to see a set of HLSL tutorials that start from the very ground up. I&#039;ve found plenty of &quot;here&#039;s how to make a realistic water shader!&quot; followed by 100 lines of code, with no explanation of what each part is doing. Start from the very ground up, such as how to add a color tint with a pixel shader, or do a very simple vertex modification with a vertex shader.</description>
		<content:encoded><![CDATA[<p>I would love to see a set of HLSL tutorials that start from the very ground up. I&#8217;ve found plenty of &#8220;here&#8217;s how to make a realistic water shader!&#8221; followed by 100 lines of code, with no explanation of what each part is doing. Start from the very ground up, such as how to add a color tint with a pixel shader, or do a very simple vertex modification with a vertex shader.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Sharky</title>
		<link>http://sharky.bluecog.co.nz/?p=75&#038;cpage=1#comment-57</link>
		<dc:creator>Sharky</dc:creator>
		<pubDate>Mon, 09 Oct 2006 04:09:37 +0000</pubDate>
		<guid isPermaLink="false">http://sharky.bluecog.co.nz/?p=75#comment-57</guid>
		<description>Ah yes, the &quot;Jigawatt&quot; indeed!</description>
		<content:encoded><![CDATA[<p>Ah yes, the &#8220;Jigawatt&#8221; indeed!</p>
]]></content:encoded>
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