   integrating shaders in VS05 project?
  What is the best way to integrate shaders into VS05 project? I've seen a lot of psh, vsh, and fx files in projects, also, I've also seen a lot of shaders written right into the c/c++ code as character strings. Which one is the preferred way?   
  We're using an additional 'Shader' folder (aside from Source and Headers) inside the project, but it's really what you like most.   ;  I mean which file formats are used?   ;  There are only really two file formats - the Effect files (usually .fx for code and .fxh for headers) and the 'pure' shaders, usually .vsh, .gsh, .psh or similar (sometimes .vs for code and .vsh for headers etc..).As long as you don't confuse those two categories you should be fine, but ultimately whatever suits you is fine - the actual extension won't make a technical difference.Don't include shader code inline with your application. That is reserved for quick and dirty hacks.hthJack   ;  Right now, I am writing them as constant strings and compiling them with D3DXCompileShader. I know this is not the best approach and I want to change it with something standard.Actually I am creating a DLL file so I need my shaders embedded inside the DLL rather than keeping them as a fx file in the same directory. Now if i decide to use psh and vsh files, how do I embed them inside DLL, how do I read them in my app and how do I compile shaders from them?I checked over the net but there is no tutorial as such :(   ;  Look into resource files, D3DXCreateEffectFromResource() being a good starting point [smile]   ;  Hi,Check this:http://dbfinteractive.com/forum/index.php?topic=2387.15There's a file called 1K_PS_FrameWork.zip   