Pixel Shader 3.0
Vertex Shader 3.0
Ultra Shadow 2
16-bit per component blending
Geometry Instancing
DirectX 9.0c
OpenGL 1.5
Microsoft released DirectX 9.0 in 2002. This introduced Pixel Shader 2.0 and
Vertex Shader 2.0 to the DirectX API (Application Programming Interface). It’s
interesting that it has been over 2 years since the first release of DirectX
9.0. The key features of PS 2.0 were pixel shader program lengths of 96 instructions
per pass, and an improved instruction set. The key features of VS 2.0 include
support for branching in shader programs, support for 256 instructions in a
single pass with more available through looping and branching, and an extended
group of vertex shader instructions.
 
Microsoft did a lot of forward thinking and planning with the release of DirectX
9.0. Not only was support for Pixel Shader 2.0 present but they also had profiles
for the next iteration, Pixel Shader 3.0. The key features of PS 3.0 include
full branching support for the pixel shader, support for shader lengths of
65,536 instructions in a single pass, and Multiple Render Targets (MRT)
 
Vertex Shader 3.0 is the second major component of the 6800 series. The 6800
is capable of geometry instancing which allows for the reuse of geometry in
an application. Other features of the 6800 VS include render to texture which
allows for Displacement mapping, and infinite length vertex programs limited
by the API.
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