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HLSL was designed to be similar to the Renderman shading language, and it more useful to compare it against that. There are many differnces neccecitated by hardware architecture. However, many of the language features and intrinics are exactly the same as Renderman. In addition, the language has 2 distinct differnces from C. The first is that it is natively a vector and math language, thus all types are vectored. The 2nd difference is that there is no persistent state. That is, an HLSL program can't access any memory in read/write fasion, it may read from one peice of memory (e.g. textures), and write to another (e.g.) the backbuffer), and one shader cannot pass any information to another instance of a shader (unless it is further down the graphics pipeline.) [[User:Dankbaker|Dankbaker]] 15:45, 20 September 2007 (UTC)
[http://msdn2.microsoft.com/en-us/library/bb509626(en-us,VS.85).aspx Shader Models vs Shader Profiles] {{unsigned|88.218.166.45 |19:47, 19 April 2008 (UTC)}}
== Shader Model 4.0 info? ==
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== vandalism/typos? 13, 513 ==
In PS 2.0b the instruction slots are listed as 513, and in VS 2.0a temp registers are listed at 13, are these typos or vandalism? {{unsigned|164.106.249.254|15:00, 26 August 2010 (UTC)}}
:Oddly, 13 seems to be correct as per [[Hlsl#cite_note-SM2-2|Microsoft DirectX High Level Shader Language (HLSL) presentation]], 512 was probably a typo and is now corrected. [[User:Fredbc|Fredbc]] ([[User talk:Fredbc|talk]]) 10:45, 15 August 2011 (UTC)
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