Now it works kinda ugly: we have separate shader sources for ogl and dx, and for dx the _dx11 suffix is added.
it's very possible to write shaders in glsl and then convert them to hlsl, effectively reducing time required to write shaders by a factor of 2. It's usually done using glslang + SPIRV-Cross
Now it works kinda ugly: we have separate shader sources for ogl and dx, and for dx the _dx11 suffix is added. it's very possible to write shaders in glsl and then convert them to hlsl, effectively reducing time required to write shaders by a factor of 2. It's usually done using glslang + SPIRV-Cross