Original Post
What's the purpose of using semantics in shading languages? Are they hardware gpu releated storage locations ? Any help would be appreciated.
2) making textures take a specific unit: Units are TEXUNIT0... TEXUNIT15 uniform texture2D myTex : TEXUNIT7; uniform textureRect myRect : TEXUNIT3; 3) binding semantics for Uniform data: uniform vec4 data1 : C0; uniform vec3 data2 : register(c1); uniform vec4 data3 : C2; Constants are c0...c2554) binding semantics for attribute Input: attribute vec4 myAtt : ATTR7; POSITION, ATTR0 Input Vertex, Generic Attribute 0 BLENDWEIGHT, ATTR1 Input vertex weight, Generic Attribute 1 NORMAL, ATTR2 Input normal, Generic Attribute 2 COLOR0, DIFFUSE, ATTR3 Input primary color, Generic Attribute 3 COLOR1, SPECULAR, ATTR4 Input secondary color, Generic Attribute 4 TESSFACTOR, FOGCOORD,ATTR5 Input fog coordinate, Generic Attribute 5 PSIZE, ATTR6 Input point size, Generic Attribute 6 BLENDINDICES, ATTR7 Generic Attribute 7 TEXCOORD0-TEXCOORD7, ATTR8-ATTR15 Input texture coordinates (texcoord0- texcoord7), Generic Attributes 8–15 TANGENT, ATTR14 Generic Attribute 14 BINORMAL, ATTR15 Generic Attribute 155) binding semantics for varying Output/Input: varying vec4 myVar1 : TEX0; POSITION, HPOS Output position PSIZE, PSIZ Output point size FOG, FOGC Output fog coordinate COLOR0, COL0 Output primary color COLOR1, COL1 Output secondary color BCOL0 Output backface primary color BCOL1 Output backface secondary color TEXCOORD0-TEXCOORD7, TEX0-TEX7 Output texture coordinates CLP0-CL5 Output Clip distancesThis topic has been locked by a moderator. New replies are not allowed.
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