mirror of https://github.com/bkaradzic/bgfx
Updated README.
This commit is contained in:
parent
285bd321f9
commit
e295cdda4d
14
README.md
14
README.md
|
@ -394,6 +394,20 @@ 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.
|
||||
|
||||
Some differences between bgfx's shaderc flavor of GLSL and regular GLSL:
|
||||
|
||||
- No `bool/int` uniforms, all uniforms must be `float`.
|
||||
- Attributes and varyings can be accessed only from `main()` function.
|
||||
- Must use `SAMPLER2D/3D/CUBE/etc.` macros instead of `sampler2D/3D/Cube/etc.`
|
||||
tokens.
|
||||
- Must use `vec2/3/4_splat(<value>)` instead of `vec2/3/4(<value>)`.
|
||||
- Must use `mul(x, y)` when multiplying vectors and matrices.
|
||||
- Must use `varying.def.sc` to define input/output semantic and precission
|
||||
instead of using `attribute/in` and `varying/in/out`.
|
||||
- `$input/$output` tokens must appear at the begining of shader.
|
||||
|
||||
For more info see [shader helper macros](https://github.com/bkaradzic/bgfx/blob/master/src/bgfx_shader.sh).
|
||||
|
||||
### Texture Compiler (texturec)
|
||||
|
||||
This tool doesn't currently exist. To produce DDS, KTX or PVR textures use:
|
||||
|
|
Loading…
Reference in New Issue