I have a few question regarding effects coding, (which I'll number for ease of reference).
[color=#000080:1l6pu9nq]Q1: How much do I need to know about the pixel shader 2.0 limitations to code shaders that rely on convolutions?[/color:1l6pu9nq]
[color=#000080:1l6pu9nq]Q2: Is there any good online reference for what you can and can't do in pixel shader 2.0. [/color:1l6pu9nq]
I've read through the Construct Wiki page on shaders, and that helped with the Construct specific stuff, but it doesn't mention much about the actual language.
[color=#000080:1l6pu9nq]Q3: Is DirectX's "HLSL" language what construct shaders are coded in? (i.e. Will this Wikipedia page "[url:1l6pu9nq]http://en.wikipedia.org/wiki/HLSL[/url:1l6pu9nq]" help me at all?)[/color:1l6pu9nq]
While I'm familiar with a variety of image compositing and processing algorithms, I have no background in coding pixel shaders. I'm not even sure if "pixel shader 2.0" is a language or a target machine code standard, or what.
There are a number of effects I'm interested in building, and several rely on various forms of convolution, and particularly blurs.
After spending just a little time coding effects, I've run into a number of errors resulting from registry allocation, overflows, and illegal computation complexity. Which reminds me of my last question.
[color=#000080:1l6pu9nq]Q4: Is it possible to make shaders that distribute their computation complexity over multiple passes, if the algorithm is to complex for a single pass?[/color:1l6pu9nq]