diff --git a/articles/content_pipeline/custom_effects.md b/articles/content_pipeline/custom_effects.md index 1865b92a..19c378c3 100644 --- a/articles/content_pipeline/custom_effects.md +++ b/articles/content_pipeline/custom_effects.md @@ -47,23 +47,23 @@ These are some tips for writing or converting effects for use with MonoGame. | The supported shader models when targeting DX are the following:| |---| -| * `vs_4_0_level_9_1` and `ps_4_0_level_9_1`| -| * `vs_4_0_level_9_3` and `ps_4_0_level_9_3`| -| * `vs_4_0` and `ps_4_0` (requires `HiDef` `GraphicsProfile` at runtime)| -| * `vs_4_1` and `ps_4_1` (requires `HiDef` `GraphicsProfile` at runtime)| -| * `vs_5_0` and `ps_5_0` (requires `HiDef` `GraphicsProfile` at runtime)| ---- +| `vs_4_0_level_9_1` and `ps_4_0_level_9_1`| +| `vs_4_0_level_9_3` and `ps_4_0_level_9_3`| +| `vs_4_0` and `ps_4_0` (requires `HiDef` `GraphicsProfile` at runtime)| +| `vs_4_1` and `ps_4_1` (requires `HiDef` `GraphicsProfile` at runtime)| +| `vs_5_0` and `ps_5_0` (requires `HiDef` `GraphicsProfile` at runtime)| + |When targeting GL platforms we automatically translate FX files to GLSL using a library called [MojoShader](http://icculus.org/mojoshader/). The supported feature levels are the following:| |---| -| * `vs_2_0` and `ps_2_0`| -| * `vs_3_0` and `ps_3_0`| ---- +| `vs_2_0` and `ps_2_0`| +| `vs_3_0` and `ps_3_0`| + |You can use preprocessor checks to add conditional code or compilation depending on defined symbols. MonoGame defines the following symbols when compiling effects:| |---| -| * `2MGFX` | -| * `HLSL` and `SM4` for DirectX | -| * `OpenGL` and `GLSL` for OpenGL | ---- +| `2MGFX` | +| `HLSL` and `SM4` for DirectX | +| `OpenGL` and `GLSL` for OpenGL | + As an example, you can conditionally set shader models depending on the platform with the following code: