Updated README.

This commit is contained in:
Branimir Karadžić 2014-04-26 20:18:17 -07:00
parent 285bd321f9
commit e295cdda4d

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@ -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 has certain drawbacks, but overall it's simple and allows quick authoring of
cross-platform shaders. 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) ### Texture Compiler (texturec)
This tool doesn't currently exist. To produce DDS, KTX or PVR textures use: This tool doesn't currently exist. To produce DDS, KTX or PVR textures use: