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256 lines
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HTML
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1.0
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<li class="toctree-l1"><a class="reference internal" href="overview.html">Overview</a></li>
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<li class="toctree-l1"><a class="reference internal" href="build.html">Building</a></li>
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<li class="toctree-l1"><a class="reference internal" href="examples.html">Examples</a></li>
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<li class="toctree-l1 current"><a class="current reference internal" href="#">Tools</a><ul>
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<li class="toctree-l2"><a class="reference internal" href="#geometry-compiler-geometryc">Geometry Compiler (geometryc)</a></li>
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<div class="section" id="tools">
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<h1>Tools<a class="headerlink" href="#tools" title="Permalink to this headline">¶</a></h1>
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<div class="section" id="geometry-compiler-geometryc">
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<h2>Geometry Compiler (geometryc)<a class="headerlink" href="#geometry-compiler-geometryc" title="Permalink to this headline">¶</a></h2>
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<p>Converts Wavefront .obj mesh file to format optimal for using with bgfx.</p>
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</div>
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<div class="section" id="shader-compiler-shaderc">
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<h2>Shader Compiler (shaderc)<a class="headerlink" href="#shader-compiler-shaderc" title="Permalink to this headline">¶</a></h2>
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<p>bgfx cross-platform shader language is based on GLSL syntax. It’s uses
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ANSI C preprocessor to transform GLSL like language syntax into HLSL.
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This technique has certain drawbacks, but overall it’s simple and allows
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quick authoring of cross-platform shaders.</p>
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<p>Some differences between bgfx’s shaderc flavor of GLSL and regular GLSL:</p>
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<ul class="simple">
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<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>
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<li>Attributes and varyings can be accessed only from <code class="docutils literal"><span class="pre">main()</span></code>
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function.</li>
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<li>Must use <code class="docutils literal"><span class="pre">SAMPLER2D/3D/CUBE/etc.</span></code> macros instead of
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<code class="docutils literal"><span class="pre">sampler2D/3D/Cube/etc.</span></code> tokens.</li>
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<li>Must use <code class="docutils literal"><span class="pre">vec2/3/4_splat(<value>)</span></code> instead of
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<code class="docutils literal"><span class="pre">vec2/3/4(<value>)</span></code>.</li>
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<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>
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<li>Must use <code class="docutils literal"><span class="pre">varying.def.sc</span></code> to define input/output semantic and
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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>
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<li><code class="docutils literal"><span class="pre">$input/$output</span></code> tokens must appear at the begining of shader.</li>
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</ul>
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<p>For more info see <a class="reference external" href="https://github.com/bkaradzic/bgfx/blob/master/src/bgfx_shader.sh">shader helper
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macros</a>.</p>
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<div class="section" id="building-shaders">
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<h3>Building shaders<a class="headerlink" href="#building-shaders" title="Permalink to this headline">¶</a></h3>
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<p>Shaders must be compiled for all renderers by using <cite>shaderc</cite> tool. Makefile to simplify building
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shaders is provided in examples. D3D9 and D3D11 shaders can be only compiled on Windows.</p>
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</div>
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</div>
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<div class="section" id="texture-compiler-texturec">
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<h2>Texture Compiler (texturec)<a class="headerlink" href="#texture-compiler-texturec" title="Permalink to this headline">¶</a></h2>
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<p>Convert PNG, TGA, DDS, KTX, PVR texture into bgfx supported texture formats.</p>
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</div>
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<div class="section" id="texture-viewer-texturev">
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<h2>Texture Viewer (texturev)<a class="headerlink" href="#texture-viewer-texturev" title="Permalink to this headline">¶</a></h2>
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<p>Texture viewer.</p>
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© Copyright 2010-2016, Branimir Karadžić.
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