# DXSAS `Direct X Standard Annotations and Semantics` 廃れてしまった `D3D9` 時代の仕様なのだけど、便利なので実装を試みる。 * ## Implementations * [Using SAS in FX and CgFX File Formats](https://www.nvidia.com/en-us/drivers/using-sas/) * PDF [Creating Real Shaders Creating Real Shaders in FX Composer](http://download.nvidia.com/developer/presentations/2005/GDC/Sponsored_Day/Writing_w_FXComposer.pdf) * [MMEリファレンス](https://sites.google.com/site/mmereference/home) * [‎2-1. ジオメトリ変換](https://sites.google.com/site/mmereference/home/Annotations-and-Semantics-of-the-parameter/2-1-geometry-translation) * [2-2. ライトとマテリアル](https://sites.google.com/site/mmereference/home/Annotations-and-Semantics-of-the-parameter/2-2-lights-and-materials) * [VVVV チュートリアル ジオメトリモーフィング GPU1](https://vvvv.org/documentation/%E3%83%81%E3%83%A5%E3%83%BC%E3%83%88%E3%83%AA%E3%82%A2%E3%83%AB-%E3%82%B8%E3%82%AA%E3%83%A1%E3%83%88%E3%83%AA%E3%83%A2%E3%83%BC%E3%83%95%E3%82%A3%E3%83%B3%E3%82%B0-gpu1) * [Guidelines for Writing Effects](https://digitalrune.github.io/DigitalRune-Documentation/html/17442709-63e0-419c-abe8-00697ca4fc3a.htm) ## Bindings ```{literalinclude} /../lib/banana/semantics.h :language: cpp :caption: ``` ``` +------+ |Camera| +------+ |Light | +------+ +--------+ |Object | +--------+ |Material| +--------+ System +----------------+ |Time | |Mouse | |RenderTargetSize| +----------------+ ``` ## technique と pass TODO: