- The HLSL is document in the Direct X 10 technology preview documentation,
which is included in the direct X 9 December 2005 Release, free of download
at Microsoft.com

Code would like something like :

//--------------------------------------------------------------------------
---
// a dummy shader
//--------------------------------------------------------------------------
---
#include "anotherhslfile.hlsl"
#include "..\somehsldefines.h"

struct PSINPUT
{
    float4 Position         : POSITION;
    float4 Color                        : COLOR0_centroid;
    float3 TexCoord0        : TEXCOORD0_sometexture;
    float3 TexCoord1        : TEXCOORD1_sometexture;
    float3 TexCoord2        : TEXCOORD2_sometexture;
    float3 TexCoord3        : TEXCOORD3_sometexture;
    float3 TexCoord4        : TEXCOORD4_sometexture;
    float3 TexCoord5        : TEXCOORD5_sometexture;
};

//Global variable declarations prefixed with the uniform keyword are uniform
inputs to the shader. All non-static global variables are uniform by default

uniform float4  g_howislife;
#define g_POmpom     g_Someotherobject.x

float4 ProcessPixel (   PSINPUT Input, 
                                                int ivar1,
                                                int ivar2, 
                                                int ivar3, 
)
{
        float4 myothervar = float4(0.0f, 0.0f, 0.0f, 0.0f);
  return float4(1.0f,1.0f,1.0f,1.0f); // white
} 


This code will end up inside the gpu, when loaded by a program:)






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