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IDProjectCategoryView StatusLast Update
0007810New Feature Requests[All Projects] Generalpublic2017-06-18 20:57
ReporterSam@keAssigned To 
Status newResolutionopen 
Summary0007810: [Request] Please increase count of renderpasses for *.fx shader files

I´m currently working on complete graphic overhaul using HLSL shaders and stuck since a few weeks on shadow mapping. Now im determine that *.fx files only allow one renderpass. More then one renderpasses were ignored, so isnt possible to create more complexe shaders like shadowmapping.

I think possibility to increase graphic quality will be a good reason to let MTA alife for next years. So i request to rework D3D9 API for allowing more then one pass per file.

Current state of my work:


With additional shadows it will be a good base for future possibilities.

Steps To Reproduce

I attached an shadow mapping example file of MicroSoft HLSL Development center, so you can see how those shader types will work.

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2013-09-05 00:56: Sam@ke (EUR 10)
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2013-09-07 11:26

administrator   ~~0019289

Nice work.
See here:

If you mean something else, please explain.


2013-09-07 12:29

viewer   ~~0019291

This wont work correctly. If there will be 3 passed, then shader should calculate all 3 return values after they were compiled. But it renders only last compiled pass.


float4 PixelShader1(float2 texCoords : TEXCOORD) : COLOR
return float4(1, 0, 0, 1); //red

float4 PixelShader2(float2 texCoords : TEXCOORD) : COLOR
return float4(0, 1, 0, 1); //green

float4 PixelShader3(float2 texCoords : TEXCOORD) : COLOR
return float4(0, 0, 1, 1); //blue

technique MultiPass
pass Red
PixelShader = compile ps_2_0 PixelShader1();
pass Green
PixelShader = compile ps_2_0 PixelShader2();
pass Blue
PixelShader = compile ps_2_0 PixelShader3();


2013-09-07 12:54

reporter   ~~0019292

I think it is possible to do multi passes but you have to have 2 separate .fx files, each file doing 1 pass. For instance if you want to do gaussian blur you have to blur the screen horizontally and vertically, separately.

I'm not shader geek so I can't say how to do it but I've seen people do it.


2013-09-16 02:23

viewer   ~~0019338

Last edited: 2013-09-16 02:23

View 2 revisions

For postprocessing shaders this workaround might be ok, but for depth shadow mapping this wont work. :(

Issue History

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