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It does however require the Windows Driver Model which is only available on the Windows Vista (or later) operating system. It allows unlimited instructions and constants (within hardware constraints of your machine), has templated objects to make texture sampling cleaner and more efficient, and has the fewest restrictions of any shader model. Starting with Windows Vista, shader model 4 is a complete redesign. They are much more powerful than shader model 1, but still carry some of the existing limitations of the first shader model. Shader model 2 and 3 greatly expanded on the number of instructions, and constants shaders could use. This model has many limitations caused by early programmable shader hardware. Shader model 1 started with DirectX 8 and included assembly level and C-like instructions. Each shader model builds on the capabilities of the model before it, implementing more functionality with fewer restrictions.
Using HLSL, you can create C-like programmable shaders for the Direct3D pipeline.
The High Level Shading Language for DirectX implements a series of shader models.