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< h1 > Tools< a class = "headerlink" href = "#tools" title = "Permalink to this headline" > ¶< / a > < / h1 >
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< h2 > Shader Compiler (shaderc)< a class = "headerlink" href = "#shader-compiler-shaderc" title = "Permalink to this headline" > ¶< / a > < / h2 >
< p > bgfx cross-platform shader language is based on GLSL syntax. It’ s uses
ANSI C preprocessor to transform GLSL like language syntax into HLSL.
This technique has certain drawbacks, but overall it’ s simple and allows
quick authoring of cross-platform shaders.< / p >
< p > Some differences between bgfx’ s shaderc flavor of GLSL and regular GLSL:< / p >
< ul class = "simple" >
< li > No < code class = "docutils literal" > < span class = "pre" > bool/int< / span > < / code > uniforms, all uniforms must be < code class = "docutils literal" > < span class = "pre" > float< / span > < / code > .< / li >
< li > Attributes and varyings can be accessed only from < code class = "docutils literal" > < span class = "pre" > main()< / span > < / code >
function.< / li >
< li > Must use < code class = "docutils literal" > < span class = "pre" > SAMPLER2D/3D/CUBE/etc.< / span > < / code > macros instead of
< code class = "docutils literal" > < span class = "pre" > sampler2D/3D/Cube/etc.< / span > < / code > tokens.< / li >
< li > Must use < code class = "docutils literal" > < span class = "pre" > vec2/3/4_splat(< value> )< / span > < / code > instead of
< code class = "docutils literal" > < span class = "pre" > vec2/3/4(< value> )< / span > < / code > .< / li >
< li > Must use < code class = "docutils literal" > < span class = "pre" > mul(x,< / span > < span class = "pre" > y)< / span > < / code > when multiplying vectors and matrices.< / li >
< li > Must use < code class = "docutils literal" > < span class = "pre" > varying.def.sc< / span > < / code > to define input/output semantic and
precission instead of using < code class = "docutils literal" > < span class = "pre" > attribute/in< / span > < / code > and < code class = "docutils literal" > < span class = "pre" > varying/in/out< / span > < / code > .< / li >
< li > < code class = "docutils literal" > < span class = "pre" > $input/$output< / span > < / code > tokens must appear at the begining of shader.< / li >
< / ul >
< p > For more info see < a class = "reference external" href = "https://github.com/bkaradzic/bgfx/blob/master/src/bgfx_shader.sh" > shader helper
macros< / a > .< / p >
< / div >
< div class = "section" id = "texture-compiler-texturec" >
< h2 > Texture Compiler (texturec)< a class = "headerlink" href = "#texture-compiler-texturec" title = "Permalink to this headline" > ¶< / a > < / h2 >
< p > This tool doesn’ t currently exist. To produce DDS, KTX or PVR textures
use:< / p >
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< blockquote >
< div > < ul class = "simple" >
< li > < a class = "reference external" href = "https://developer.nvidia.com/legacy-texture-tools" > .dds - nVidia Texture Tools - DDS Utilities< / a > < / li >
< li > < a class = "reference external" href = "http://malideveloper.arm.com/develop-for-mali/mali-gpu-texture-compression-tool/" > .ktx - Mali GPU Texture Compression Tool< / a > < / li >
< li > < a class = "reference external" href = "http://www.imgtec.com/powervr/insider/sdkdownloads/index.asp" > .pvr - PowerVR Insider SDK< / a > < / li >
< / ul >
< / div > < / blockquote >
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< / div >
< div class = "section" id = "geometry-compiler-geometryc" >
< h2 > Geometry Compiler (geometryc)< a class = "headerlink" href = "#geometry-compiler-geometryc" title = "Permalink to this headline" > ¶< / a > < / h2 >
< p > Converts Wavefront .obj mesh file to format optimal for using with bgfx.< / p >
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