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Updated documentation to reflect latest changes and features
* Also in many places OpenGL is now advertised as full support, since it is pretty close by now and needs people to jump on it full-time and use it in anger.
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@@ -13,13 +13,13 @@
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<para><link xlink:href="a00964a1-733f-4288-a79e-c28238bc6018">Custom visualisation shaders</link> allow you to define
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your own transformation on any texture you're viewing before it is displayed. Mostly this is useful for decoding
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packed or custom-format data, or displaying some data in a more visually intuitive fashion.</para>
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<para>These shaders live as .hlsl files in <codeInline>%APPDATA%\RenderDoc\</codeInline>, and can be edited in your
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<para>These shaders live as .hlsl/.glsl files in <codeInline>%APPDATA%\RenderDoc\</codeInline>, and can be edited in your
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editor of choice, any changes saved will be reloaded. Note however that there is currently no way to see the
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compile warnings or errors produced. This is probably best for when you have an existing shader to drop-in.</para>
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<para>To edit a shader inside RenderDoc simply click the edit button
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<mediaLinkInline><image xlink:href="page_white_edit"/></mediaLinkInline> when you have selected your custom shader
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for use. This will launch a new window with the custom shader and any changes you make to this shader will be
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saved to the .hlsl file and compiled and reflected in the texture viewer as long as you have that custom shader
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saved to the .hlsl/.glsl file and compiled and reflected in the texture viewer as long as you have that custom shader
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selected.</para>
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</content>
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</section>
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