The ARM framework currently uses a few shader variants and along with that reflection to map shader inputs to the C++ side of things. That is contrary to the api framework samples, where every sample uses it's own set of shaders and no runtime reflection-
This prevents us from adding support for offline compiled shaders and HLSL shader support to the ARM framework samples-
We should completely remove shader variants and replace them with explicit shaders per sample instead.
Examples are most of the shaders in the shader root directory, e.g.:
base.frag
base.vert
lighting.h
pbr.frag
pbr.vert
These should be moved to explicit per-sample folders and adjusted per sample so that we no longer need variants and runtime reflection.
The ARM framework currently uses a few shader variants and along with that reflection to map shader inputs to the C++ side of things. That is contrary to the api framework samples, where every sample uses it's own set of shaders and no runtime reflection-
This prevents us from adding support for offline compiled shaders and HLSL shader support to the ARM framework samples-
We should completely remove shader variants and replace them with explicit shaders per sample instead.
Examples are most of the shaders in the shader root directory, e.g.:
These should be moved to explicit per-sample folders and adjusted per sample so that we no longer need variants and runtime reflection.