-
```
We've shuffled some of the build setup for the translator-- we should update
the wiki instructions on building the translator standalone, if necessary.
```
Original issue reported on code.google…
-
Hello!
Do I understand correctly that at the moment it is impossible to write a vertex shader for OptiFine in GLSL version above 130?
I tried to rewrite the shader template myself from [here](ht…
-
### Tested versions
- Reproducible in v4.3.stable.flathub [77dcf97d8]
### System information
Godot v4.3.stable (77dcf97d8) - Freedesktop SDK 23.08 (Flatpak runtime) - X11 - Vulkan (Forward+) …
-
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…
-
```
We've shuffled some of the build setup for the translator-- we should update
the wiki instructions on building the translator standalone, if necessary.
```
Original issue reported on code.google…
-
```
We've shuffled some of the build setup for the translator-- we should update
the wiki instructions on building the translator standalone, if necessary.
```
Original issue reported on code.google…
-
```
We've shuffled some of the build setup for the translator-- we should update
the wiki instructions on building the translator standalone, if necessary.
```
Original issue reported on code.google…
-
```
We've shuffled some of the build setup for the translator-- we should update
the wiki instructions on building the translator standalone, if necessary.
```
Original issue reported on code.google…
-
My use case for Naga is converting from GLSL ES to WGSL at runtime. GLSL ES only supports combined image/samplers, and it would be quite annoying for me to change my code to do something else. Many ty…
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```glsl
layout(std140, row_major, set = 0, binding = 0) uniform ub_ObjectParams {
mat4x3 u_ModelMatrix;
}
```
Note that row_major can go on either the full UBO declaration or on each indivi…