Open robrix opened 8 years ago
Part of the problem here is that we have two different shading languages (a functional surface language which you write shaders in, and an imperative core language which the surface language compiles to) represented in a single ShaderF
type.
Distinct surface and core languages would allow us to keep the core language relatively stable while adding features to the surface language.
I think this would also help #24.
It’s pretty easy to end up with stuff that doesn’t produce valid GLSL because of e.g. a
ShaderF
constructor with poorly-defined semantics.