Effect Function Syntax (Direct3D 10)

An effect function is written in HLSL and is declared with the following syntax.

Syntax

ReturnType FunctionName ( [ ArgumentList ] )

{

\[ *Statements* \]

};

Name Description
ReturnType Any HLSL type
FunctionName An ASCII string that uniquely identifies the name of the shader function.
ArgumentList One or more arguments, separated by commas (see Function Arguments (DirectX HLSL)).
Statements One or more statements (see Statements (DirectX HLSL)) that make up the body of the function. If a function is defined without a body, it is considered to be a prototype; and must be redefined with a body before use.

 

An effect function may be a shader or it may simply be a function called by a shader. A function is uniquely identified by its name, the types of its parameters, and the target platform; therefore, functions can be overloaded. Any valid HLSL function should fit this format; for a more detailed list of syntax for HLSL functions, see Functions (DirectX HLSL).

Example

The BasicHLSL10 sample uses both a pixel shader and a vertex shader. The pixel shader function is called RenderScenePS and is shown below.

       
PS_OUTPUT RenderScenePS( VS_OUTPUT In,
                         uniform bool bTexture ) 
{ 
    PS_OUTPUT Output;

    // Lookup mesh texture and modulate it with diffuse
    if( bTexture )
        Output.RGBColor = g_MeshTexture.Sample(MeshTextureSampler, In.TextureUV) *  
                              In.Diffuse;
    else
        Output.RGBColor = In.Diffuse;

    return Output;
}

Effect Format