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DX11:DOMAINSHADER

Represents a domain shader.
Domain shaders represent the final stage of the hardware tessellation features of DirectX 11 (the other two being the hull shader and the fixed-function tessellator).
The domain shader receives input from both the hull shader and the tessellator stage and is responsible for outputting the final vertices (actually, if a geometry
shader is simultaneously used, it can add / remove vertices after the domain shader stage). As such it can essentially be viewed as a vertex shader that receives all
vertices added through tessellation. The fixed-function tessellator will provide the domain shader with information about where the current vertex should be positioned
relative to the original patch ("face") that was tessellated with regards to its partitioning method, but the domain shader can of course override this positioning (which will
correpond to just adding vertices to the original face) in order to for example achieve displacement mapping.
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Note that domain shaders are only available in the DX11 hardware mode and not in the DX10 mode!
For this reason there is no profile argument, as it can only be compiled using shader model 5.

    DX11 LOAD DOMAIN SHADER : Return Dword = DX11 LOAD DOMAIN SHADER(fileName, functionName)

    DX11 DELETE DOMAIN SHADER : DX11 DELETE DOMAIN SHADER shader

    DX11 DOMAIN SHADER EXISTS : Return Boolean = DX11 DOMAIN SHADER EXISTS(domain shader)