What are the semantics in HLSL?
Community Forums/Technical Discourse/What are the semantics in HLSL?
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I have managed to create my first shaders, and I do not know what to do. So I was wondering what the semantics are.struct colores { float r,g,b,a:COLOR; <<<<<< }; float4 mainPS() :COLOR { //colores salida; colores salida = (colores) 0; salida.r = 255.0; salida.g = 0.0; salida.b = 0.0; salida.a = 1.0; return float4(salida); }; technique mat { pass p0 { //CullMode = None; //VertexShader = compile vs_3_0 mainVS(); PixelShader = compile ps_3_0 mainPS(); } }; |
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Created your own Shader, but don`t know how to use it. |
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That shader just changes the color of the material, I want to know what the semantics are. |
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Hiya, COLOR, which is the same as COLOR0 refers to the rendertarget ( or backbuffer ) to output to. If I remember correctly for shader model 3 you can bind up to 8 rendertargets which would be accessed in the shader as COLOR0 to COLOR7 which can be useful for multiple render targets. |