From 09133076465bd29b5f13ef26a86ef6d936d8cc13 Mon Sep 17 00:00:00 2001 From: Sascha Willems Date: Mon, 2 Jun 2025 12:52:36 +0200 Subject: [PATCH] Notes on supported shading languages --- README.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/README.md b/README.md index c2355f24..85fc514e 100644 --- a/README.md +++ b/README.md @@ -68,7 +68,7 @@ Once built, examples can be run from the bin directory. The list of available co -vs, --vsync: Enable V-Sync -f, --fullscreen: Start in fullscreen mode -w, --width: Set window width - -s, --shaders: Select shader type to use (glsl, hlsl, slang) + -s, --shaders: Select shader type to use (glsl, slang, hlsl) -g, --gpu: Select GPU to run on -gl, --listgpus: Display a list of available Vulkan devices -b, --benchmark: Run example in benchmark mode @@ -83,7 +83,7 @@ Note that some examples require specific device features, and if you are on a mu ## Shaders -Vulkan consumes shaders in an intermediate representation called SPIR-V. This makes it possible to use different shader languages by compiling them to that bytecode format. The primary shader language used here is [GLSL](shaders/glsl), most samples also come with [HLSL](shaders/hlsl) and [slang](shaders/slang/) shader sources +Vulkan consumes shaders in an intermediate representation called SPIR-V. This makes it possible to use different shader languages by compiling them to that bytecode format. The primary shader language used here is [GLSL](shaders/glsl), most samples also come with [slang](shaders/slang/) and [HLSL](shaders/hlsl) shader sources, making it easy to compare the differences between those shading languages. ## A note on synchronization