HLSL: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
mNo edit summary
mNo edit summary
Line 1: Line 1:
{{langsp}}
{{langsp}}
{{stub}}
{{stub}}
{{Src|4}} uses the C-style [[HLSL]] ('''H'''igh '''L'''evel '''S'''hading '''L'''anguage) for [[shader]]s. There is another language called '''[[CG]]''' (Which stands for ''''C''' for '''G'''raphics'), which was developed alongside [[HLSL]] by [[Wikipedia:NVIDIA|NVIDIA]]. Cg is so similar that most Cg shaders can be quickly and easily ported to HLSL.  
{{Src|4}} uses the C-style [[HLSL]] ('''H'''igh '''L'''evel '''S'''hading '''L'''anguage) for [[shader]]s. Shaders written in other languages, such as [[GLSL]] or [[CG]] can be quickly and easily ported to HLSL.  


==Direct3D Versions and Shader Models==
==Direct3D Versions and Shader Models==

Revision as of 15:03, 22 April 2024

English (en)Русский (ru)中文 (zh)Translate (Translate)

Stub

This article or section is a stub. You can help by expanding it.

Source Source uses the C-style HLSL (High Level Shading Language) for shaders. Shaders written in other languages, such as GLSL or CG can be quickly and easily ported to HLSL.

Direct3D Versions and Shader Models

Direct3D 9 shaders can be designed using any of the following: Shader Model 1, 2 and 3. It should be noted that there are versions 2.0a and 2.0b which are optimized for specific vendor graphics cards.

Direct3D 10 shaders can only be designed on Shader Model 4.

Direct3D 11 shaders can be designed on Shader Model 5.

Direct3D 12 shaders can be designed on Shader Model 5 (DX Feature Level 11.0), 6 and later.

Microsoft HLSL website