![]() ![]() Direct3D 11 and OpenGL ES 2.0 generally differ in these ways: OpenGL ES 2.0 But Direct3D 11 is a rendering implementation and API, not a specification OpenGL ES 2.0 is a rendering specification and API, not an implementation. They both have similar rendering pipelines and graphics features. OpenGL ES 2.0 and Direct3D 11 have many similarities. Examples of porting OpenGL rendering code to Direct3D.Constant buffers and data transfers in HLSL.Uniform, attribute, and varying in GLSL.Examples of porting GLSL variables to HLSL.Porting GLSL pre-defined global variables to HLSL.Comparing OpenGL ES 2.0 with Direct3D 11.For info about the differences between Direct3D 11 and previous versions of Direct3D, see Feature mapping. ![]() The GLSL that is referred to herein is compatible with OpenGL ES 2.0 the HLSL is compatible with Direct3D 11. You port your OpenGL Shader Language (GLSL) code to Microsoft High Level Shader Language (HLSL) code when you port your graphics architecture from OpenGL ES 2.0 to Direct3D 11 to create a game for Universal Windows Platform (UWP). ![]()
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