{"id":719,"date":"2014-04-02T15:10:22","date_gmt":"2014-04-02T02:10:22","guid":{"rendered":"http:\/\/www.davidbrebner.com\/?p=719"},"modified":"2014-04-02T15:47:18","modified_gmt":"2014-04-02T02:47:18","slug":"changing-shaders-in-real-time","status":"publish","type":"post","link":"https:\/\/www.davidbrebner.com\/?p=719","title":{"rendered":"Changing shaders in real time"},"content":{"rendered":"<p>New for UMAJIN 3.3 is the ability to change shaders in real time!<\/p>\n<p><img decoding=\"async\" src=\"http:\/\/www.davidbrebner.com\/wp-content\/uploads\/2014\/04\/shaders_heading.jpg\" alt=\"shaders_heading\" width=\"900\" height=\"250\" class=\"alignnone size-full wp-image-720\" srcset=\"https:\/\/www.davidbrebner.com\/wp-content\/uploads\/2014\/04\/shaders_heading.jpg 900w, https:\/\/www.davidbrebner.com\/wp-content\/uploads\/2014\/04\/shaders_heading-150x41.jpg 150w, https:\/\/www.davidbrebner.com\/wp-content\/uploads\/2014\/04\/shaders_heading-300x83.jpg 300w\" sizes=\"(max-width: 900px) 100vw, 900px\" \/><\/p>\n<p>Shaders are very easy to instance in Umajin 3.3, here is the code required to set up the lighting and the textures and matrices to be passed through.<\/p>\n<p><img decoding=\"async\" src=\"http:\/\/www.davidbrebner.com\/wp-content\/uploads\/2014\/04\/effect.png\" alt=\"effect\" width=\"609\" height=\"175\" class=\"alignnone size-full wp-image-721\" srcset=\"https:\/\/www.davidbrebner.com\/wp-content\/uploads\/2014\/04\/effect.png 609w, https:\/\/www.davidbrebner.com\/wp-content\/uploads\/2014\/04\/effect-150x43.png 150w, https:\/\/www.davidbrebner.com\/wp-content\/uploads\/2014\/04\/effect-300x86.png 300w\" sizes=\"(max-width: 609px) 100vw, 609px\" \/><\/p>\n<p>This video shows the real magic though.  Here Richard is making changes to his DirectX shader files and seeing the changes applied instantly to the running application just by saving the .fx file!<\/p>\n<p><iframe width=\"853\" height=\"480\" src=\"\/\/www.youtube.com\/embed\/c0Xi80gGM0M\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n<p>Cheers<br \/>\n  David<\/p>\n","protected":false},"excerpt":{"rendered":"<p>New for UMAJIN 3.3 is the ability to change shaders in real time! Shaders are very easy to instance in [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":720,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"image","meta":{"footnotes":""},"categories":[40],"tags":[],"class_list":["post-719","post","type-post","status-publish","format-image","has-post-thumbnail","hentry","category-umaijn","post_format-post-format-image"],"_links":{"self":[{"href":"https:\/\/www.davidbrebner.com\/index.php?rest_route=\/wp\/v2\/posts\/719","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.davidbrebner.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.davidbrebner.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.davidbrebner.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.davidbrebner.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=719"}],"version-history":[{"count":5,"href":"https:\/\/www.davidbrebner.com\/index.php?rest_route=\/wp\/v2\/posts\/719\/revisions"}],"predecessor-version":[{"id":726,"href":"https:\/\/www.davidbrebner.com\/index.php?rest_route=\/wp\/v2\/posts\/719\/revisions\/726"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.davidbrebner.com\/index.php?rest_route=\/wp\/v2\/media\/720"}],"wp:attachment":[{"href":"https:\/\/www.davidbrebner.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=719"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.davidbrebner.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=719"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.davidbrebner.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=719"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}