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<?xml-stylesheet type="text/xsl" href="http://blogs.msdn.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>Shader Series: Which Direction?</title><link>http://blogs.msdn.com/rickhos/archive/2008/08/19/shader-series-which-direction.aspx</link><description>I’ve started work again on the Shader Series of XNA Creators Club samples. I left off with Shader Series 4: Materials and Lights. I’m working on the documentation for my next sample now, in which I show multiple pass (additive) opaque lighting. It’s another</description><dc:language>en-US</dc:language><generator>CommunityServer 2.1 SP1 (Build: 61025.2)</generator><item><title>re: Shader Series: Which Direction?</title><link>http://blogs.msdn.com/rickhos/archive/2008/08/19/shader-series-which-direction.aspx#8881473</link><pubDate>Wed, 20 Aug 2008 18:53:24 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:8881473</guid><dc:creator>Darks1de</dc:creator><description>&lt;p&gt;Sounds great, anything that will help us pleebs, understand the shaderx and GPU gems articles would be great.&lt;/p&gt;
&lt;p&gt;I find I always get lost between the description of the articles when it delves into registers and some deep hlsl syntax.&lt;/p&gt;
&lt;p&gt;The Shader Series has been great so far!&lt;/p&gt;
</description></item><item><title>re: Shader Series: Which Direction?</title><link>http://blogs.msdn.com/rickhos/archive/2008/08/19/shader-series-which-direction.aspx#8882323</link><pubDate>Wed, 20 Aug 2008 23:55:27 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:8882323</guid><dc:creator>RickHos</dc:creator><description>&lt;p&gt;Thanks! &amp;nbsp;&lt;/p&gt;
&lt;p&gt;Shader Series 5 looks like it'll focus on blend states mostly. &amp;nbsp;I thought of another idea to do before BRDFs -- how about Artifact Shaders? &amp;nbsp;I could show some interesting common shaders like water caustics, raindrops, mud/dirt, and other &amp;quot;small dose&amp;quot; shaders to show off some common HLSL patterns that the pro articles seem to take for granted.&lt;/p&gt;
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