This document discusses shader programming in Direct3D. It covers vertex and pixel shaders, shader models, and using effects to integrate shaders with the graphics pipeline. Key points include:
- Vertex shaders process vertex data and convert it from model to projection space. Pixel shaders blend per-pixel data into output colors.
- Effects allow integrating shaders with pipeline state and simplify writing shaders for different hardware. Effects contain techniques and passes.
- Parameters can be accessed by semantic or annotation. Semantics specify the purpose and annotations add custom data. Effects are applied by selecting a technique and rendering within Begin/End passes.