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Similar to the IEffect interface and the built-in shaders, we could create a set of DirectCompute shaders as well--which is easier done with DirectX Tool Kit for DX12 since all supported feature levels can do DirectCompute 5.0 or better.
Possible built-in compute shaders:
AdaptExposure
Ambient occlusion
Average luminance
Bitonic sort
Bloom
Blur
Depth-of-field
FXAA
Histogram
Motion blur
A number of these fall into the existing PostProcess class, but would do it via DirectCompute instead of a Pixel shader.
The text was updated successfully, but these errors were encountered:
Similar to the
IEffect
interface and the built-in shaders, we could create a set of DirectCompute shaders as well--which is easier done with DirectX Tool Kit for DX12 since all supported feature levels can do DirectCompute 5.0 or better.Possible built-in compute shaders:
The text was updated successfully, but these errors were encountered: