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it bothers me how many game engines have custom shader languages that are very poorly defined and ad-hoc, a heap of preprocessor macros on top of standard glsl or hlsl with weird restrictions

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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.

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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

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