Category Archives: XNA Shader Tutorial

XNA Shader Programming source now on GitHub

As with the Commodore 64 programming tutorial series, I have now moved all the source from my XNA Shader Programming tutorial series to GitHub. The XNA Shader Programming series goes through the theory and the HLSL implementation of various effects … Continue reading

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XNA 4.0 Shader Programming #6–Simple Ocean

Welcome back to my tutorial. Today, we are not going to learn anything new (almost), but instead put together a scene that uses some different shaders in order to see how powerful shaders can be. The island The island is … Continue reading

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XNA 4.0 Shader Programming #5–Deform Shader

Welcome back to the XNA Shader Programming series. Since the start of tutorial 1, we have been looking at different lighting algorithms. Todays tutorial will be quite short and different, compared to those others, a pure vertex shader effect for … Continue reading

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XNA 4.0 Shader Programming #4–Normal Mapping

  Welcome back to the XNA Shader Programming series. I hope you enjoyed the last 3 tutorials, and have started to get a grip on shaders! Last time we talked about Specular lighting, and how to implement this in our … Continue reading

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XNA 4.0 Shader Programming #3–Specular light

Hi, and welcome to Tutorial 3 of my XNA 4.0 Shader Programming tutorial. Today we are going to implement an other lighting algorithm called Specular Lighting. This algorithm builds on my Ambient and Diffuse lighting tutorials, so if you haven’t … Continue reading

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XNA 4.0 Shader Programming #2–Diffuse light

Hi, and welcome to Tutorial 2 of my XNA 4.0 Shader Programming tutorial. Today we are going to work on Tutorial 1 in order to make the lighting equation a bit more interesting, by implementing Diffuse lighting. Diffuse light isn’t … Continue reading

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XNA 4.0 Shader Programming #1–Intro to HLSL, Ambient light

So, you want to learn the magic that puts the gold into modern games? Note: This series is an update to the previous XNA Shader Programming series I have written for XNA 3.0. If you know both XNA 3.0 and … Continue reading

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XNA Shader Programming – Tutorial 26, Bump Mapping Perlin Noise

This tutorial will continue from Tutorial 25, where we implemented a noise function. Now that you have the Perlin Noise-function in your shader, it is very simple to implement Bump Mapping. The object being rendered contains normals on each point … Continue reading

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XNA Shader Programming – Tutorial 25, Perlin Noise using the GPU

This tutorial will intruduce you to procedural textures. If you ever want to generate textures procedurally, you probably stumble upon the Perlin Noise algorithm created by Ken Perlin in 1983. Why noise? If you are trying to model natural textures … Continue reading

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Another approach for Tutorial 14, Transmittance

Matthew Vitelli provided me with another approach to the transmittance technique. What he is doing is to compute the transmission specially for each object. This would allow you to have specialized Du and C components for each object and also … Continue reading

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