Where POSITION is the semantic used to indicate vertex position data. For example, you'd declare vertex data that you want interpolated between the fragment shader as: The specific semantic chosen indicates the purpose of the data, and is. However, Direct3D doesn't have this declaration rather, any data that you want passed between shader stages must be marked with an HLSL semantic. In Direct3D, there are no specific intrinsics, and the shaders return data as the return type of their respective main() functions.ĭata that you want interpolated between shader stages, such as the vertex position or normal, is handled through the use of the varying declaration. In OpenGL ES 2.0, shaders return data after execution using intrinsics such as gl_Position, gl_FragColor, or gl_FragData (where n is the index for a specific render target). Once you've moved over the code that creates and configures your buffers and shader objects, it's time to port the code inside those shaders from OpenGL ES 2.0's GL Shader Language (GLSL) to Direct3D 11's High-level Shader Language (HLSL).
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