Microsoft DirectX 8.0 (Visual Basic) |
The following diagram illustrates the pixel shader architecture.
The incoming data to the pixel shader is the clip space vertex (homogeneous coordinates). The diffuse and specular color comes from the values in the color registers (v0 and v1). The texture coordinates and set textures come from the values in the texture registers (t0, t1, t2, and t3) from the texture setup stage and vertex data. For details, see the Pixel Shader Assembler Reference.