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**Describe the bug**
glslang compilation error when using uvec2 in GLSL code
**To Reproduce**
Steps to reproduce the behavior:
1. Clone and build vsgFramework
2. Modify any GLSL shader used in …
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Hi @hughsk,
First of all I want to thank you a lot for making this transformer, because I was actually about to make it and your lib saved me about 10 hours ;-)
For the little story, I've start worki…
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Hello! Hope all is well :)
A couple weeks ago I looked into the details of abstracting glsl/glsl es shaders and found this blog post: https://goharsha.com/blog/abstracting-glsl-and-glsl-es-shaders…
jobez updated
7 years ago
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Sample ID:
> cannot convert from ' flat in lowp int SampleId' to ' temp mediump uint'
Sample Mask:
> cannot convert from ' flat in implicitly-sized array of highp int SampleMaskIn' to ' temp medi…
kvark updated
8 months ago
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Naga's GLSL frontend does not currently handle atomic operations. For example, this shader:
```glsl
#version 460 core
layout(std430, binding = 0) buffer Buffer {
uint x;
} buf;
void main…
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### Godot version
4.0 beta 16
### System information
Windows 11
### Issue description
I follow the instructions as in the example
https://docs.godotengine.org/en/latest/tutorials/shade…
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I'm unable to find which versions of GLSL are supported. I'd like to write code for WebGL 1 (~ OpenGL ES 2.0) in GLSL ES 1.00.
I'm trying to do this in the native app (not in the browser lite version…
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NVidia drivers are very permissive compared to ATI, very often shaders works on desktop and crash on mobile for this reason.
It would be helpful to provide some tools to stricly validate shaders.
…
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Add an intrinsic like this one from https://github.com/llvm/llvm-project/blob/cfb86ae7497e43e9221ab890221789ae320381e9/llvm/include/llvm/IR/IntrinsicsDirectX.td#L25C1-L26C118
to
https://github.com/…
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The following GLSL code compiles in every GLSL implementation I have immediate access to: glslang, WebGL and Apple GLSL.
```
void main(void)
{
int y;
for (int x=0; x