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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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Once https://github.com/rust-lang/cargo/pull/2630 lands
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hello,
i'm trying to compile es3.x shader with **sampler2dArray** support. its not supported in the core es2.x api, but its part of es3.x.
line from my shader:
`
SAMPLER2DARRAY(s_albedo, 0);`
…
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When calling getShaderUniforms on Metal, no sampler uniforms are returned. It returns all the other uniforms, but not samplers.
From a cursory investigation, it looks like shaderc is not storing sa…
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i'm using this code to get uniforms from a fragmentshader:
```cpp
auto num_uniforms = bgfx::getShaderUniforms(shader);
std::vector handles(num_uniforms);
bgfx::getShaderUniforms(shad…
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Hi, it'll be nice for msvc targets to be able to pick up the dependencies from `vcpkg` installed `shaderc` package.
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Given the abysmal state of ROCM on Linux, and especially Clear Linux, there is a workaround using Vulkan that is GPU-agnostic and a potential path to better and more unified support for all consumer c…
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The microsoft compiler supports a special atribute for compatibility with glsl:
https://github.com/microsoft/DirectXShaderCompiler/wiki/Vulkan-combined-image-sampler-type
However declaring this in…
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I think this is maybe not sufficient for detecting bindless: https://github.com/attackgoat/screen-13/blob/71c1c05f74c17d0ca891ae784d3e701c8fdcbc12/src/driver/graphic.rs#L457-L459
In HLSL using `Textu…
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When compiling for opengl the "smooth", "noperspective" etc... doenst seem to work. for example
noperspective vec2 v_size : TEXCOORD1 = vec2(0.0, 0.0);