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Merge pull request #26 from JakeLegendXIII/feature/format-table
Fix effect table by removing hrs and asterisks
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articles/content_pipeline/custom_effects.md

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@@ -47,23 +47,23 @@ These are some tips for writing or converting effects for use with MonoGame.
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| The supported shader models when targeting DX are the following:|
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| * `vs_4_0_level_9_1` and `ps_4_0_level_9_1`|
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| * `vs_4_0_level_9_3` and `ps_4_0_level_9_3`|
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| * `vs_4_0` and `ps_4_0` (requires `HiDef` `GraphicsProfile` at runtime)|
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| * `vs_4_1` and `ps_4_1` (requires `HiDef` `GraphicsProfile` at runtime)|
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| * `vs_5_0` and `ps_5_0` (requires `HiDef` `GraphicsProfile` at runtime)|
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| `vs_4_0_level_9_1` and `ps_4_0_level_9_1`|
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| `vs_4_0_level_9_3` and `ps_4_0_level_9_3`|
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| `vs_4_0` and `ps_4_0` (requires `HiDef` `GraphicsProfile` at runtime)|
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| `vs_4_1` and `ps_4_1` (requires `HiDef` `GraphicsProfile` at runtime)|
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| `vs_5_0` and `ps_5_0` (requires `HiDef` `GraphicsProfile` at runtime)|
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|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:|
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| * `vs_2_0` and `ps_2_0`|
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| * `vs_3_0` and `ps_3_0`|
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| `vs_2_0` and `ps_2_0`|
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| `vs_3_0` and `ps_3_0`|
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|You can use preprocessor checks to add conditional code or compilation depending on defined symbols. MonoGame defines the following symbols when compiling effects:|
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| * `2MGFX` |
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| * `HLSL` and `SM4` for DirectX |
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| * `OpenGL` and `GLSL` for OpenGL |
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| `2MGFX` |
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| `HLSL` and `SM4` for DirectX |
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| `OpenGL` and `GLSL` for OpenGL |
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As an example, you can conditionally set shader models depending on the platform with the following code:
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