Open vladislavbelov opened 2 years ago
In GLSL, the block name is the name you use to link against the outside world, not the member name. You can always use the reflection API to rename things as desired before cross-compiling.
In GLSL, the block name is the name you use to link against the outside world, not the member name.
It's true only for GL3+. Currently I support ARB (Cg) and GLSL (110) shaders, so my abstract GAPI works with uniform variables not uniform structs/buffers.
You can always use the reflection API to rename things as desired before cross-compiling.
I think it works only for the block name in that case, no?
Hi! Is it possible to flatten UBO with preserving member names? Or it's too complicated to support?
GLSL (source) > SPIRV:
SPIRV > GLSL (result):