HLSL: Difference between revisions
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* <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] | [https://docs.microsoft.com/en-us/windows/win32/direct3d12/pipelines-and-shaders-with-directx-12 DirectX12 Pipeline] | ||
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===Geometry Shader=== | ===Geometry Shader=== | ||
===Fragment Shader=== | ===Fragment Shader=== | ||
[[Category:Programming languages]] | |||
[[Category:GPU Programming languages]] |
Latest revision as of 16:46, 31 January 2022
High Level Shading Language (HLSL) is the shading language used in DirectX. It is used in Unity and Unreal.
Usage
Minor differences between GLSL and HLSL
float4
instead ofvec4
. This is odd since OpenCL also usesfloat4
.lerp
instead ofmix
.