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HLSL has buffer, texture, and sampler types that need to be lowered to resource representations when lowered to DXIL and SPIR-V.
## Milestones
### Compile a runnable shader from clang (#7)
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### Increasing access
This would make many more things possible in p5.js without incurring the heavy performance cost of writing to a texture manually from the CPU or drawing a gradient using strokes…
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The Rendering API used for Compatibility Mode is not able to compile the shaders used in this plugin.
```
drivers/gles3/shader_gles3.cpp:254 - ParticlesShaderGLES3: Vertex shader compilation faile…
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Presently, flexbody deformation is calculated entirely on CPU and then uploaded to GPU (each frame, even if not seen by camera). This puts enormous load on both the CPU and the RAM->VRAM bandwidth, re…
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Special K: 24.9.26
SKIF: 1.1.5.2
OS: Windows 10 Pro (10.0.19045 Build 19045)
Injection method: Global (via Playnite add-on)
Tested on game: None Shall Intrude: Descent
d3d11_shaders.ini:
```in…
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### Describe the project you are working on
**VFX, Visual Shaders** _(e.g. Canvas, Spatial, Particles)._
### Describe the problem or limitation you are having in your project
Switching between **sh…
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EDIT: As noted in replies, it seems the best practice is to use the newest 1.21.2/3 features and not use this shader on newest versions.
Newest update breaks the shaders. Here is the error dump fro…
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Currently Ebitengine only supports fragments shaders. While fragments shaders give you a lot of freedom, there are some effects that are easier(and maybe more efficient) to implement using the vertex …
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Hey!
Thanks for a fantastic tool, it has helped me over and over again.
At the moment I'm trying to figure out a way to profile vertex- and fragment shaders. This has proven quite difficult, as it se…
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This covers parameter handling for entry points along with semantics and
inter-stage signature construction.
## Milestones
### Compile a runnable shader from clang (#7)
* [x] Support `SV_GroupIndex…