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SilverShader – Introduction to Silverlight and WPF Pixel Shaders

| Thursday, March 3, 2011
This article explains how to write pixel shaders for the Microsoft Silverlight and WPF platform with HLSL, as well as how to write an extensible Silverlight application for shader demos.

Introduction
Almost 10 years ago, Microsoft announced DirectX 8.0, including the huge real-time computer graphics milestone, Direct3D 8.0. Direct3D 8.0 introduced programmable shaders and gave the developers a chance to create never-before-seen effects and experiences apart from the fixed-function graphics pipeline. With Direct3D 8.0's new shader capabilities, it became possible to compute neat custom-rendering effects on mainstream graphics hardware. Today's graphics hardware is capable of running hundreds of shaders in parallel and modern games make heavy use of this technology t to achieve stunning effects.

A shader is a rather small program, a so-called kernel function, typically executed in parallel for each data element. Pixel shaders, for example, are executed for each pixel of a bitmap, and therefore used to implement per-pixel effects.

This introductory article will explain how to write pixel shaders for Silverlight and WPF, what tools should be used, and how to work with the tools. Furthermore, it will show how to build an extensible Silverlight shader application.

Demo Application
The demo application makes it possible to apply different shaders to an image or to the live stream from the webcam. The application not only comes with the two shaders that will be implemented in this article, it also contains three other shaders I've written before. The complete source code is licensed under the Ms-PL and can be downloaded from the CodePlex site.

You need at least the Silverlight 4 runtime installed to run the sample and a webcam is needed in order to exploit the full functionality. The runtime is available for Windows and Mac.

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