HLSL: Difference between revisions
Line 7: | Line 7: | ||
==Pipeline== | ==Pipeline== | ||
[https://docs.microsoft.com/en-us/windows/win32/direct3d12/pipelines-and-shaders-with-directx-12 DirectX12 Pipeline] | |||
===Vertex Shader=== | ===Vertex Shader=== | ||
===Geometry Shader=== | ===Geometry Shader=== | ||
===Tesselation Shader=== | ===Tesselation Shader=== | ||
===Fragment Shader=== | ===Fragment Shader=== |
Revision as of 15:56, 19 April 2021
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
.