Cg shaders

Themaister edited this page Apr 30, 2013 · 2 revisions


Cg shaders is a spec from nVidia. It has the great advantage that shaders written in Cg are compatible with both OpenGL and Direct3D. It is also compatible with PlayStation 3 as well. They are also compatible with basic HLSL if some considerations are taken into account. They can even be automatically compiled into GLSL shaders, which makes Cg shaders a true "write once, run everywhere" shader format. We encourage new shaders targeting RetroArch to be written in this format.

Example Cg shader

void main_vertex
   float4 position : POSITION,
   out float4 oPosition : POSITION,
   uniform float4x4 modelViewProj,
   float2 tex : TEXCOORD,
   out float2 oTex : TEXCOORD
   oPosition = mul(modelViewProj, position);
   oTex = tex;

float4 main_fragment (float2 tex : TEXCOORD, uniform sampler2D s0 : TEXUNIT0) : COLOR
   return tex2D(s0, tex);


The Cg shader spec used in RetroArch is documented here. It defines single-pass Cg shaders as well as multi-pass shaders using a custom Cg preset format (.cgp).

Example Cg preset

shaders = 2
shader0 =
scale_type0 = source
scale0 = 4.0
filter_linear0 = false
shader1 =
filter_linear1 = true
You can’t perform that action at this time.
You signed in with another tab or window. Reload to refresh your session. You signed out in another tab or window. Reload to refresh your session.
Press h to open a hovercard with more details.