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authorTim Foley <tfoleyNV@users.noreply.github.com>2018-12-03 18:27:28 -0800
committerGitHub <noreply@github.com>2018-12-03 18:27:28 -0800
commit3e9622135e3c544f77e7a813ef193c393e5024af (patch)
tree6387e7198c81a1eda14b305d114c3f3d3c793c21 /tests/hlsl/dxsdk/Direct3D11TutorialsDXUT/Tutorial08/Tutorial08.fx
parentd161d97681937f0546eb8835cf9e497cb1b4369c (diff)
A few extra functions cross-compiled to Vulkan. (#738)
This is building on the work done in #737, and just borrows translations from [this](https://anteru.net/blog/2016/mapping-between-hlsl-and-glsl/index.html) blog post. One thing that I don't try to get right here, and that seems to be a recurring pattern is that there are something HLSL functions that operate on matrix types where the GLSL equivalents only work on vectors. These can be handled in "user space" by writing an explicit (profile-specific) overload that just calls the vector function on each row, but that adds complexity in the stdlib that I'm avoiding for now (since almost nobody performs these operations on matrices anyway).
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