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HLSL doesn't let you read from a unorm texture with a normal `texture2D`, it needs to be of the same format as the underlying texture.
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At the moment Rendering is very basic, In Every frame the camera loops over all objects looking for renderable ones, and called the OnRenderObject method, which then immediately draws the object. This…
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Hello,
when compiling this code in HLSL (microsoft directx shader compiler -> SpirV)
```
cbuffer name {
float2 TemporalOffsetStart;
}
..
int2 sub_offset=(TemporalOffsetStart
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```
CMake Error at CMakeLists.txt:76 (MESSAGE):
llvm-spirv isn't a known project:
clang;clang-tools-extra;compiler-rt;cross-project-tests;libc;libclc;libcxx;libcxxabi;libunwind;lld;lldb;mli…
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Adding this issue to track and discuss the impact of Metal's `ffast-math` shader compilation option.
1. Enabling `ffast-math` enables [these performance optimizations](https://github.com/gpuweb/gpu…
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We're trying to convert a runtime array from GLSL -> SPIRV to MSL via SPIRV cross.
The conversion works on Windows, if we look at the GLSL decompiled SPIRV via RenderDoc.
On Mac, we get a statically…
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https://github.com/Microsoft/ShaderConductor
with
https://github.com/Microsoft/DirectXShaderCompiler
and
https://github.com/KhronosGroup/SPIRV-Cross
could yield WebD3D...
and then fo…
10Dev updated
5 years ago
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When transpiling the following GLSL fragment shader with build_combined_image_samplers() to MSL:
```glsl
#version 450
uniform texture2D tex;
uniform sampler smp;
in vec4 uv;
in vec4 color;
ou…
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Hi there,
I was looking at building out a dynamic material binding system for my game, which basically would use the reflection to find the struct members by name and allow the game code to set value…
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When `glslc` is used to compile shaders with `-O` flag, the reflection data is always stripped. This may not always be desired.
For example:
```
#version 450
layout (location = 0) out vec4 fra…
kayru updated
3 months ago