   vs/ps 1.1 with HLSL?
  Hi Our 3d engine currently uses Cg to compile our 1.1 shaders. Now that dx9 becomes available, there is an other alternative, HLSL. After reading the documentation and samples, I found that HLSL would be a little bit more confortable for us. Of course it is no problem to write 2.0 shaders in HLSL but what about our existing 1.1 shaders? The documentation says that there is pixel shader target ps_1_1, but in the intrinsic function list I not found suitable for the tex2D_dp3x2 Cg instruction for example. So what do you think, is it possible to create 1.1 pixer shaders with HLSL?  
  It could be that ms docs are erroneously missing that info like they do ''sub'' asm instruction from vs/ps2 and above. I would try running the hlsl on your CG ps1.1 shader and see if the compiler halts on tex2D_dp3x2 instruction. Email directx@microsoft.com or goto ms dx message board and tell them about it. The CG and MS hlsl languages supposed to be identical from what I''ve read. So so much for compatibility with each other ;quote:Original post by imajor  Hi Our 3d engine currently uses Cg to compile our 1.1 shaders. Now that dx9 becomes available, there is an other alternative, HLSL. After reading the documentation and samples, I found that HLSL would be a little bit more confortable for us. Of course it is no problem to write 2.0 shaders in HLSL but what about our existing 1.1 shaders? The documentation says that there is pixel shader target ps_1_1, but in the intrinsic function list I not found suitable for the tex2D_dp3x2 Cg instruction for example. So what do you think, is it possible to create 1.1 pixer shaders with HLSL? HLSL does not use intrinsics for 1_1, just write the code out and it will figure it out. Almost all intrinsics in HLSL are there for convience, they are not needed to write optimal code.i.e.float3 Normal = tex2D(normalmap,texture);float2 tex;tex.x = dot(TexCoord1, Normal*2-1);tex.y = dot(TexCoord2, Normal*2-1);float4 lookup = tex2D(lookup, tex);