Game Development Reference
In-Depth Information
Common methods to create shaders
Method
Description
dot(a, b)
This gives the dot product of two vectors.
cross(A, B)
This gives the cross product of vectors A and B . A and B must be three-component vectors.
This gives the maximum of a and b .
max(a, b)
This gives the minimum of a and b .
min(a, b)
This gets the largest integer not greater than x .
floor(x)
This gets the closest integer to x .
round(x)
This gets the smallest integer not less than x .
ceil(x)
This computes x raised to the power y .
pow(x, y)
This returns a vector of length 1 that points in the same direction as vector v .
normalize(v)
This clamps x to the [0, 1] range.
saturate(x)
tex2D(sampler,
x)
This is a 2D texture lookup (the sampled data at the location indicated by the texture coordinate set in the sampler ob-
ject).
The methods mentioned in the preceding table are the common methods that you can use to
create your shader with Cg/HLSL. There are a lot of methods that you can also use in Cg/
HLSL.
For more details, you can visit the following site:
http://http.developer.nvidia.com/CgTutorial/cg_tutorial_appendix_e.html
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