Learn more about the features available in Shazzam 1.3.
- Remove dependency on DirectX SDK
- Write more complex shaders with the PS_3 specification
- 40 new texture maps added for multi input shaders
- New Texture picker added to Try-out tab
- Over 80 sample shaders
- 20 tutorials added
- Changes to User Interface
- Rearrange Code and Tryout tabs
- Remember last shader in the Shader Loader list
- Explore Texture Maps menu item
- New hot keys
- Better support options in help menu
- Standard Windows Installer
Great work! When will you publish it?
The current http://shazzam-tool.com/publish.htm points to 1.2!!!!
I can’t wait to try it out!
It was published about 8 hours after you asked question. It’s available now.
Hi!
Is it possible to see how many instruction slots are used for a shader?
@buba
Not in Shazzam. Also, I’m not sure of other tools that can tell you this number.
Oh, would it be possible to implement it
It is really useful when targeting PS2.0 and trying to stay within the limits. FX Composer by Nvidia has this functionality. In simple tool I wrote with XNA, before I found about Shazzam (which is way better btw), I used Effect.Disassemble(..) method and along with ASM code it returned there was this comment at the end “// approximately [_] instruction slots used ([_] texture, [_] arithmetic)” from which I parsed the info. Since XNA is just a wrapper around DirectX, there must be something with same functionality in DirectX.
Well, while I am at feature requests…
It would also be useful to specify custom entry method name (maybe with comments like for parameters). I don’t know if WPF requires entry method to be named “main”, but it would be nice to be able to give descriptive names, since Shazzam is useful for more things than just WPF shaders.
Otherwise congrats on very good app. I find Shazzam much more user friendly for writing sprite effects and for post processing effects than Nvidia or AMD tools. Keep up the good work!
Possible bug in Shazzam’s compiler.
First, let me say that this is a great app! Unfortunately, I’ve hit a really strange bug in when setting the alpha channel. Here is the simplest example that shows it:
sampler2D input : register(s0);
float4 main(float2 uv : TEXCOORD) : COLOR
{
float4 Color = float4(0,0,0,0);
Color.rgb = 1.0 – Color.rgb;
Color.a = 0.0;
return Color;
}
The output should be completely transparent, but it’s opaque (alpha value of 1).
Any ideas? I hope I’m submitting this bug in the right place.
Never mind about the bug!
It’s a WPF/Silverlight bug. Nothing’s wrong with shazzam. More info here: http://social.msdn.microsoft.com/Forums/en-US/wpf/thread/2940eec8-6689-4ed7-b276-38e637640dd6/
First I would like to thank you for a great application that really helps a lot when I need to work with Pixel Shaders!
I found a problem with ContrastAdjust.fx, it seems to have a bug when the shader is rendered in software in WPF (for example during a remote desktop session or forcing software rendering with RenderOptions.ProcessRenderMode = SoftwareOnly).
What happens is that transparent areas turn white, for example if putting the effect on a border with round corners the corners that should be transparent becomes white.
I fixed the problem by removing the following line from ContrastAdjust.fx:
pixelColor.rgb /= pixelColor.a;