Real-Time Shader Programming (The Morgan Kaufmann Series in Computer Graphics)
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Texture coordinates are either passed directly to the pixel shader, or looked up from a texture map, or computed in the shader.
For Pixel Shaders 2.0
The texture coordinates can only be used as texture coordinate data and not as sampled texture data. PS 2.0 shaders now provide separate sampling registers that are used to sample texture data.
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