Original Post
Note: Sorry I know I have been posting tons of newbie questions on here lately but I really don't understand this problem.
I am trying to write an HLSL pixel shader for a project I am working on. Basically want I want to do is if a texture has a pixel with a float value of 0.52 (on scale of 0-255 is 132.6) I want to output 133 60% of the time and output 132 40% of the time. Write now I am just trying to output the fractional remainder of the RGB value (i.e. the chance to bump the pixel up) however I always get a value of zero) I think this is because the colors are getting quantized to a 0-255 scale before they reach the shader but I don't know why this would be because I am useing the A32B32G32R32f format which should be able to store plenty of information about the colors. Here is my very simple shader code. I am using SlimDX (DX9) if that matters.
[source lang="cpp"]sampler2D Tex0 : register(s0);
float4 DitherByChance(float2 coords : TEXCOORD0) : COLOR
{
float4 newColor = float4(0, 0, 0, 0); // The pixel color to return
double4 oldColor = tex2D(Tex0, coords);
double scale = 0.0039215686274509803921568627451; // 1 / 255
double rPercentChance = frac(oldColor.r / scale); //Chance to round red channel up
double gPercentChance = frac(oldColor.g / scale); //Chance to round green channel up
double bPercentChance = frac(oldColor.b / scale); //Chance to round blue channel up
newColor.r = rPercentChance;
newColor.g = gPercentChance;
newColor.b = bPercentChance;
newColor.a = 1;
return newColor;
}
technique DitherViaChance
{
pass Pass1
{
PixelShader = compile ps_2_0 DitherByChance();
}
}[/source]
Here is the relevant VB code
[source lang="vb"]
Public Overrides Sub RenderScene()
'ditherBC.Technique = ditherBC.GetTechnique("DitherViaChance")
Me.device.BeginScene()
spriteRender.Begin(SpriteFlags.None)
ditherBC.Begin()
ditherBC.BeginPass(0)
'NOTE tex IS CREATED WITH createCharacterTexture()'
spriteRender.Draw(tex, New Rectangle(0, 0, 50, 50), New Color4(1, 1, 1))
spriteRender.End()
ditherBC.EndPass()
ditherBC.End()
Me.device.EndScene()
End Sub
Public Function createCharacterTexture() As Texture
Dim RtsHelper As RenderToSurface = New RenderToSurface(device, 100, 100, Format.A32B32G32R32F)
Dim texture As Texture = New Texture(device, 100, 100, 1, Usage.RenderTarget, Format.A32B32G32R32F, Pool.Default)
Dim sloanFont As Font = New Font(device, 98, 98, FontWeight.Normal, 1, False, CharacterSet.Default, Precision.Default,
FontQuality.ClearTypeNatural, PitchAndFamily.Default, "Sloan")
RtsHelper.BeginScene(texture.GetSurfaceLevel(0), New Viewport(0, 0, 100, 100))
sloanFont.DrawString(Nothing, "A", 1, 1, New SlimDX.Color4())
RtsHelper.EndScene(Filter.None)
Font.Dispose()
RtsHelper.Dispose()
Return texture
End Function
[/source]
I am trying to write an HLSL pixel shader for a project I am working on. Basically want I want to do is if a texture has a pixel with a float value of 0.52 (on scale of 0-255 is 132.6) I want to output 133 60% of the time and output 132 40% of the time. Write now I am just trying to output the fractional remainder of the RGB value (i.e. the chance to bump the pixel up) however I always get a value of zero) I think this is because the colors are getting quantized to a 0-255 scale before they reach the shader but I don't know why this would be because I am useing the A32B32G32R32f format which should be able to store plenty of information about the colors. Here is my very simple shader code. I am using SlimDX (DX9) if that matters.
[source lang="cpp"]sampler2D Tex0 : register(s0);
float4 DitherByChance(float2 coords : TEXCOORD0) : COLOR
{
float4 newColor = float4(0, 0, 0, 0); // The pixel color to return
double4 oldColor = tex2D(Tex0, coords);
double scale = 0.0039215686274509803921568627451; // 1 / 255
double rPercentChance = frac(oldColor.r / scale); //Chance to round red channel up
double gPercentChance = frac(oldColor.g / scale); //Chance to round green channel up
double bPercentChance = frac(oldColor.b / scale); //Chance to round blue channel up
newColor.r = rPercentChance;
newColor.g = gPercentChance;
newColor.b = bPercentChance;
newColor.a = 1;
return newColor;
}
technique DitherViaChance
{
pass Pass1
{
PixelShader = compile ps_2_0 DitherByChance();
}
}[/source]
Here is the relevant VB code
[source lang="vb"]
Public Overrides Sub RenderScene()
'ditherBC.Technique = ditherBC.GetTechnique("DitherViaChance")
Me.device.BeginScene()
spriteRender.Begin(SpriteFlags.None)
ditherBC.Begin()
ditherBC.BeginPass(0)
'NOTE tex IS CREATED WITH createCharacterTexture()'
spriteRender.Draw(tex, New Rectangle(0, 0, 50, 50), New Color4(1, 1, 1))
spriteRender.End()
ditherBC.EndPass()
ditherBC.End()
Me.device.EndScene()
End Sub
Public Function createCharacterTexture() As Texture
Dim RtsHelper As RenderToSurface = New RenderToSurface(device, 100, 100, Format.A32B32G32R32F)
Dim texture As Texture = New Texture(device, 100, 100, 1, Usage.RenderTarget, Format.A32B32G32R32F, Pool.Default)
Dim sloanFont As Font = New Font(device, 98, 98, FontWeight.Normal, 1, False, CharacterSet.Default, Precision.Default,
FontQuality.ClearTypeNatural, PitchAndFamily.Default, "Sloan")
RtsHelper.BeginScene(texture.GetSurfaceLevel(0), New Viewport(0, 0, 100, 100))
sloanFont.DrawString(Nothing, "A", 1, 1, New SlimDX.Color4())
RtsHelper.EndScene(Filter.None)
Font.Dispose()
RtsHelper.Dispose()
Return texture
End Function
[/source]
