diff --git a/Cg-shaders.md b/Cg-shaders.md index 6879ce9..e94c21c 100644 --- a/Cg-shaders.md +++ b/Cg-shaders.md @@ -1,35 +1 @@ -## Purpose -Cg shaders is a spec from nVidia. It has the great advantage that shaders written in Cg are compatible with both OpenGL and Direct3D. It is also compatible with PlayStation 3 as well. They are also compatible with basic HLSL if some considerations are taken into account. They can even be automatically compiled into [[GLSL shaders]], which makes Cg shaders a true "write once, run everywhere" shader format. -We encourage new shaders targeting RetroArch to be written in this format. - -### Example Cg shader - void main_vertex - ( - float4 position : POSITION, - out float4 oPosition : POSITION, - uniform float4x4 modelViewProj, - float2 tex : TEXCOORD, - out float2 oTex : TEXCOORD - ) - { - oPosition = mul(modelViewProj, position); - oTex = tex; - } - - float4 main_fragment (float2 tex : TEXCOORD, uniform sampler2D s0 : TEXUNIT0) : COLOR - { - return tex2D(s0, tex); - } - -## Specification -The Cg shader spec used in RetroArch is documented [here](https://github.com/Themaister/Emulator-Shader-Pack/blob/master/Cg/README). It defines single-pass Cg shaders as well as multi-pass shaders using a custom Cg preset format (.cgp). - -### Example Cg preset - shaders = 2 - shader0 = 4xBR-v3.9.cg - scale_type0 = source - scale0 = 4.0 - filter_linear0 = false - shader1 = dummy.cg - filter_linear1 = true - +This doc is now part of [https://github.com/libretro/docs libretro-docs] and can be viewed here: https://github.com/libretro/docs \ No newline at end of file