Thread with 3 posts

jump to expanded post

if I ever make a game engine for a general audience, the shader language will be standard glsl with no syntactic modifications or preprocessor fuckery. the interface to the engine code would be via standard glsl function declaration and call syntax. no mysterious macros.

Open thread at this post

most importantly, it would be a specific, clearly documented glsl version and validated as such, and I'd be able to promise you that everything in that version of the glsl spec will be available and work properly, because it would be real glsl, not some hlsl-with-macros nightmare

Open thread at this post