Added note on HLSL shaders

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Sascha Willems 2020-05-23 11:26:07 +02:00
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## Credits ## Credits
Thanks to the authors of these libraries : Thanks to the authors of these libraries :
- [OpenGL Mathematics (GLM)](https://github.com/g-truc/glm) - [OpenGL Mathematics (GLM)](https://github.com/g-truc/glm)
- [OpenGL Image (GLI)](https://github.com/g-truc/gli)
- [Open Asset Import Library](https://github.com/assimp/assimp) - [Open Asset Import Library](https://github.com/assimp/assimp)
Thanks to Ben Clayton from Google LLC for contributing the [HLSL shaders](data/hlsl).
And a huge thanks to the Vulkan Working Group, Vulkan Advisory Panel, the fine people at [LunarG](http://www.lunarg.com), Baldur Karlsson ([RenderDoc](https://github.com/baldurk/renderdoc)) and everyone from the different IHVs that helped me get the examples up and working on their hardware! And a huge thanks to the Vulkan Working Group, Vulkan Advisory Panel, the fine people at [LunarG](http://www.lunarg.com), Baldur Karlsson ([RenderDoc](https://github.com/baldurk/renderdoc)) and everyone from the different IHVs that helped me get the examples up and working on their hardware!
## Attributions / Licenses ## Attributions / Licenses
Please note that (some) models and textures use separate licenses. Please comply to these when redistributing or using them in your own projects : Please note that (some) models and textures use separate licenses. Please comply to these when redistributing or using them in your own projects :
- Cubemap used in cubemap example by [Emil Persson(aka Humus)](http://www.humus.name/) - Cubemap used in cubemap example by [Emil Persson(aka Humus)](http://www.humus.name/)
- Armored knight model used in deferred example by [Gabriel Piacenti](http://opengameart.org/users/piacenti) - Armored knight model used in deferred example by [Gabriel Piacenti](http://opengameart.org/users/piacenti)
- Voyager model by [NASA](http://nasa3d.arc.nasa.gov/models)
- Old deer model used in tessellation example by [Čestmír Dammer](http://opengameart.org/users/cdmir) - Old deer model used in tessellation example by [Čestmír Dammer](http://opengameart.org/users/cdmir)
- Hidden treasure scene used in pipeline and debug marker examples by [Laurynas Jurgila](http://www.blendswap.com/user/PigArt) - Hidden treasure scene used in pipeline and debug marker examples by [Laurynas Jurgila](http://www.blendswap.com/user/PigArt)
- Sibenik Cathedral model by Marko Dabrovic, using updated version by [Kenzie Lamar and Morgan McGuire](http://graphics.cs.williams.edu/data/meshes.xml) - Sibenik Cathedral model by Marko Dabrovic, using updated version by [Kenzie Lamar and Morgan McGuire](http://graphics.cs.williams.edu/data/meshes.xml)

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# Vulkan C++ examples and demos # Vulkan C++ examples and demos
A comprehensive collection of open source C++ examples for [Vulkan®](https://www.khronos.org/vulkan/), the new graphics and compute API from Khronos. A comprehensive collection of open source C++ examples for [Vulkan®](https://www.khronos.org/vulkan/), the new generation graphics and compute API from Khronos.
[![Donate](https://img.shields.io/badge/Donate-PayPal-green.svg)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=BHXPMV6ZKPH9E) [![Donate](https://img.shields.io/badge/Donate-PayPal-green.svg)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=BHXPMV6ZKPH9E)
@ -9,6 +9,7 @@ A comprehensive collection of open source C++ examples for [Vulkan®](https://ww
+ [Cloning](#Cloning) + [Cloning](#Cloning)
+ [Assets](#Assets) + [Assets](#Assets)
+ [Building](#Building) + [Building](#Building)
+ [Shaders](#Shaders)
+ [Examples](#Examples) + [Examples](#Examples)
+ [Basics](#Basics) + [Basics](#Basics)
+ [Advanced](#Advanced) + [Advanced](#Advanced)
@ -60,6 +61,10 @@ The repository contains everything required to compile and build the examples on
See [BUILD.md](BUILD.md) for details on how to build for the different platforms. See [BUILD.md](BUILD.md) for details on how to build for the different platforms.
## <a name="Shaders"></a> 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](data/shaders) but thanks to an external contribution you'll also find [HLSL](data/hlsl) shader sources.
## <a name="Examples"></a> Examples ## <a name="Examples"></a> Examples
### <a name="Basics"></a> Basics ### <a name="Basics"></a> Basics