HLSL to GLSL language translator based on ATI's HLSL2GLSL. Used in Unity.
C++ Yacc C CMake
Latest commit 0e561b1 Oct 4, 2016 @aras-p Fixed a bug where inout struct parameter with COLOR semantic member w…
…ould wrongly kick in framebuffer fetch extension, when it's not needed.

Struct members should not have in/out/... qualifiers on them; the structs themselves do.


HLSL to GLSL shader language translator

DX9 style HLSL in, GLSL / GLSL ES out.

A continued development from ATI's HLSL2GLSL, with preprocessor code based on mojoshader. I'm changing it to make it work for Unity's use cases; might totally not work for yours!

For an opposite tool (GLSL ES to HLSL translator), look at Google's ANGLE.

See badly maintained change log.


  • Only Direct3D 9 style HLSL is supported. No Direct3D 10/11 "template like" syntax, no geometry/tesselation/compute shaders, no abstract interfaces.
  • Platform support:
    • Windows via Visual Studio 2010 (hlslang.sln).
    • Mac via Xcode 5 (hlslang.xcodeproj).
    • Other platforms may or might not work. Some people have contributed CMake build scripts, but I am not maintaining them.
  • On Windows, the library is built with _HAS_ITERATOR_DEBUGGING=0,_SECURE_SCL=0 defines, which affect MSVC's STL behavior. If this does not match defines in your application, totally strange things can start to happen!
  • The library is not currently thread-safe.


Used in Unity and bitsquid engines, and some other studios -- seems to work quite ok.

Note: As of mid-2016, the project is unlikely to have any significant developments. At Unity we are largely moving to a different shader compilation pipeline, with hlsl2glslfork mostly not used. So from my side there won't be significant work done on it. You might want to look into HLSLParser instead maybe?

Support for DX11 features might or might not get added due to the bad condition the original code is in (very obscure and inefficient), instead maybe a new cross-compiler will be made. Someday. Maybe.

No optimizations are performed on the generated GLSL, so it is expected that your platform will have a decent GLSL compiler. Or, use GLSL Optimizer, at Unity we use it to optimize shaders produced by HLSL2GLSL; gives a substantial performance boost on mobile platforms.