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Currently, Slang names uniform buffers on a 'first come, first served basis' when outputting GLSL source. Consider the following example Slang shader code:
```
struct InputAssembler
{
float4 posi…
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Hi,
I'm using the ScummVM core on a GLES2 (only) device (Raspberry Pi 3B), after compiling the core with GLES2 support following [this commit](https://github.com/libretro/scummvm/commit/3df20dd9c…
cmitu updated
3 weeks ago
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Problem:
With the provided shader attached below, when compiled, the following is observed:
1. Slang will compile invalid HLSL.
`static RWStructuredBuffer test_val_0;` is created and assigned to n…
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Right now we have 3 kinds of GLSL shader loading implementation (`r_lazyShaders`):
- 0: build all shaders at game start before reaching the main menu (old default):
it builds everything before d…
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**BugSplat** [Key Crash 80228](https://app.bugsplat.com/v2/keycrash?stackKeyId=80228&database=SecondLife_Viewer_2018)
**Some Customer Responses:**
Unable to load basic shader deferred/screenSpaceRefl…
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### MAME version
MAME 0.267
### System information
Windows 10 [version 10.0.19045.4651]
### INI configuration details
```INI
#
# CORE CONFIGURATION OPTIONS
#
readconfig 1
write…
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https://shirakumo.github.io/trial/shaders.html
This code:
```lisp
(define-shader-entity my-object (vertex-entity)
())
(define-class-shader (my-object :fragment-shader)
"out vec4 color;…
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Hi Anthony,
Do you have the derivation steps of this jacobian matrix or any material/links for better understanding?
Thanks a lot !
https://github.com/hyperlogic/splatapult/blob/d05e3699384f82c7f1…
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I can currently transpile GLSL to SPIR-V at runtime via:
``` rust
let vs_spirv = glsl_to_spirv::compile(SHADER_VERTEX, ShaderType::Vertex)
.expect("failed to transpile the vertex shader")…
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### Operating System
- [X] Windows
- [X] macOS
- [X] Linux
- [X] FreeBSD
- [X] OpenBSD
- [X] Android
- [X] iOS
- [X] Nintendo Switch
- [ ] PlayStation 5
- [ ] Xbox
- [X] Web Browsers
### What featur…