Replies: 4 comments 9 replies
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@Ollhax - GLSL is supported for the most part. Other than issues like #7247, do you foresee any major roadblocks? |
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I came here looking for the same.. I'm having trouble at the first hurdle myself with built-in blocks not being redeclared
I'm also wondering if it isn't better to try targeting spirv for OpenGL 4.6 as per #4257 |
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I'm reworking my shaders to use generated binding numbers (
All of these are fairly easy to work around, but I just wanted to mention the problems here. |
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I ran into a new issue. The problem occurs when linking a shader's vertex and fragment stages:
The vertex and fragment shader both use this struct:
If I dig into the generated glsl code for the vertex and fragments shaders they both use this block:
The
and
Note that one is It’s unfortunate that it generates a type for the My current workaround is to specify matrices as four
|
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I want to raise the question on adding official support for OpenGL's flavor of GLSL shaders. I've been using Slang for a while for my OpenGL game and it's working fine most of the time. I've reported some hiccups but had no major issues, most of the GLSL works just fine in OpenGL. My most recent issue is the first time I've encountered something that requires a workaround (or a contribution - I'm hoping I can find some time for that). But I am concerned that I'll run into a larger roadblock later and that I'll have to rewrite my shaders.
I do not know what the demand for OpenGL's GLSL is, but at least from my experience most of it is already working, so perhaps reaching a level of full support would not be that much work?
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