Open enveeed opened 4 years ago
I second that. Slang is growing fast and actively, and is probably already worth a replacement (or at least an alternative) for the toolchain provided by the Shaderc binding.
I am very interested in this. This would be great for working with applications that have multiple rendering backends. I am currently doing a lot of shaderx magic, which can sometimes lead to unexpected results due to a couple outstanding bugs and implementation details (it is getting a lot better though).
https://github.com/shader-slang/slang
I'd like to request LWJGL bindings for the C API of slang.
Here's an excerpt from their repository:
The interesting part for LWGL users here would be the GLSL/SPIR-V output for Vulkan, similar to what is currently possible by compiling shaders using the
shaderc
API bindings, but with slang it gets significantly easier and more intuitive to write and manage shaders for a project.Here is a simple example on what can be done with slang and its API.
I know the project is in an early state but I'm personally pretty blown away how much it can do already from what I've tried and I'd love to see it as a building block in LWJGL.