HLSL: Difference between revisions

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==Usage==
==Usage==
Notation differences between GLSL and HLSL
Minor differences between GLSL and HLSL
* <code>float4</code> instead of <code>vec4</code>. This is funny since OpenCL also uses <code>float4</code>
* <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===
===Tesselation 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 of vec4. This is odd since OpenCL also uses float4.
  • lerp instead of mix.

Graphics Pipeline

DirectX12 Pipeline

Vertex Shader

Tesselation Shader

Geometry Shader

Fragment Shader