diff --git a/Post-Processing-Shaders.md b/Post-Processing-Shaders.md index 39c5e56..08914f6 100644 --- a/Post-Processing-Shaders.md +++ b/Post-Processing-Shaders.md @@ -5,7 +5,7 @@ Starting with Dolphin 4.0-2554 there has been work done to improve post processi The first step to making a great user experience is to try and be as neutral as possible for a Direct3D or OpenGL backend. Once the post processing shaders are implemented in Direct3D, users would like their favourite shaders to work in both video backends. Some tips for making sure your shader will compile on all backends. -- Instead of using GLSL vecX types, using HLSL floatX types. Our shader compiler supports floatX in GLSL, but not the other way around. +- Instead of using GLSL vecX types, use HLSL floatX types. Our shader compiler supports floatX in GLSL, but not the other way around. - Use our embedded functions for determining UV location and sampling due to that location. In the future we can work around D3D having a different coordinate system using our own functions. - Try to stay away from HLSL only functions, Our shader compiler supports frac and lerp. But nothing else.