When writing includable shader code, you can use following Xpanda types / functions, which are automatically translated to their GLSL / HLSL equivalent.
Xpanda | GLSL equivalent | HLSL9 / HLSL11 equivalent |
---|---|---|
Texture2D | sampler2D | sampler2D / Texture2D |
Vec2 | vec2 | float2 |
Vec3 | vec3 | float3 |
Vec4 | vec4 | float4 |
Mat2 | mat2 | float2x2 |
Mat3 | mat3 | float3x3 |
Mat4 | mat4 | float4x4 |
Sample(tex, uv) | texture2D(tex, uv) | tex2D(tex, uv) / tex.Sample(gm_BaseTexture, uv) |
DDX(x) | dFdx(x) | ddx(x) |
DDY(y) | dFdy(y) | ddy(y) |
Frac(x) | fract(x) | frac(x) |
Lerp(a,b,x) | mix(a,b,x) | lerp(a,b,x) |
Rsqrt(x) | inversesqrt(x) | rsqrt(x) |
Mod(x) | mod(x) | fmod(x) |
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