
pocket.gl
| Data Type | HLSL | GLSL |
|---|---|---|
| Float | float | float |
| Int | int | int |
| Bool | bool | bool |
| Uint | uint | uint |
| Double | double | double |
| Vector2 | float2 | vec2 |
| Vector3 | float3 | vec3 |
| Vector4 | float4 | vec4 |
| Matrix | float4x4 | mat4 |
| Sampler | Texture2D | sampler2D |
| Texture3D | sampler3D | |
| TextureCube | samplerCube | |
| Texture2DArray | sampler2DArray | |
| Sampler | SamplerState | sampler2D, sampler3D |
| SamplerComparisonState | sampler2DShadow, samplerCubeShadow | |
| Texture | Texture1D | N/A (not available in GLSL) |
| Texture2DMS | N/A | |
| Texture2DMSArray | N/A | |
| TextureCubeArray | N/A | |
| Buffer | StructuredBuffer |
buffer |
| RWStructuredBuffer |
buffer, imageStore | |
| ByteAddressBuffer | N/A | |
| RWByteAddressBuffer | N/A | |
| AppendStructuredBuffer |
N/A | |
| ConsumeStructuredBuffer |
N/A | |
| Constant | cbuffer | uniform |
| tbuffer | buffer | |
| Attribute | attribute | in |
| Varying | n/a | varying |
| Uniform | uniform | uniform |
| ConstantBuffer | uniform buffer | |
| TextureBuffer | N/A | |
| RWTexture1D | image1D, uimage1D | |
| RWTexture1DArray | image1DArray, uimage1DArray | |
| RWTexture2D | image2D, uimage2D | |
| RWTexture2DArray | image2DArray, uimage2DArray | |
| RWTexture3D | image3D, uimage3D | |
| RWTextureCube | imageCube, uimageCube | |
| Image | n/a | image1D, image2D, image3D |
| Atomic | Interlocked* | atomic* |
傾きが k,点
関数 y=f(x) の x=a での接線の方程式は
互いに垂直である二直線の傾きの積は -1 から,
関数 y=f(x) の x=a での法線の方程式は
details
Example:
- 系統性
- 一般化
- 可驗證
//Load text from a JSON file (Assets/Resources/Text/jsonFile01.json)
var jsonTextFile = Resources.Load<TextAsset>("Text/jsonFile01").ToString();
//Load text from a JSON file (Assets/Resources/Text/jsonFile01.json)
var jsonTextFile = Resources.Load<TextAsset>("Text/jsonFile01").ToString();