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26 changes: 13 additions & 13 deletions articles/content_pipeline/custom_effects.md
Original file line number Diff line number Diff line change
Expand Up @@ -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:

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