I have a few question regarding effects coding, (which I'll number for ease of reference).
Q1: How much do I need to know about the pixel shader 2.0 limitations to code shaders that rely on convolutions?
Q2: Is there any good online reference for what you can and can't do in pixel shader 2.0.
I've read through the Construct Wiki page on shaders, and that helped with the Construct specific stuff, but it doesn't mention much about the actual language.
Q3: Is DirectX's "HLSL" language what construct shaders are coded in? (i.e. Will this Wikipedia page "http://en.wikipedia.org/wiki/HLSL" help me at all?)
While I'm familiar with a variety of image compositing and processing algorithms, I have no background in coding pixel shaders. I'm not even sure if "pixel shader 2.0" is a language or a target machine code standard, or what.
There are a number of effects I'm interested in building, and several rely on various forms of convolution, and particularly blurs.
After spending just a little time coding effects, I've run into a number of errors resulting from registry allocation, overflows, and illegal computation complexity. Which reminds me of my last question.
Q4: Is it possible to make shaders that distribute their computation complexity over multiple passes, if the algorithm is to complex for a single pass?