HLSL: Difference between revisions
Created page with "High Level Shading Language (HLSL) is the shading language used in DirectX. It is used in Unity and Unreal. ==Usage== Notation differences between GLSL and HLSL * <code>float..." |
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==Usage== | ==Usage== | ||
Minor differences between GLSL and HLSL | |||
* <code>float4</code> instead of <code>vec4</code>. This is | * <code>float4</code> instead of <code>vec4</code>. This is odd since OpenCL also uses <code>float4</code>. | ||
* <code>lerp</code> instead of <code>mix</code>. | * <code>lerp</code> instead of <code>mix</code>. | ||
==Pipeline== | |||
==Graphics Pipeline== | |||
[https://docs.microsoft.com/en-us/windows/win32/direct3d12/pipelines-and-shaders-with-directx-12 DirectX12 Pipeline] | |||
===Vertex Shader=== | ===Vertex Shader=== | ||
===Tesselation Shader=== | |||
===Geometry Shader=== | ===Geometry Shader=== | ||
===Fragment Shader=== | ===Fragment Shader=== | ||
[[Category:Programming languages]] | |||
[[Category:GPU Programming languages]] | |||