Added note on HLSL shaders
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## Credits
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Thanks to the authors of these libraries :
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- [OpenGL Mathematics (GLM)](https://github.com/g-truc/glm)
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- [OpenGL Image (GLI)](https://github.com/g-truc/gli)
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- [Open Asset Import Library](https://github.com/assimp/assimp)
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Thanks to Ben Clayton from Google LLC for contributing the [HLSL shaders](data/hlsl).
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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!
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## Attributions / Licenses
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Please note that (some) models and textures use separate licenses. Please comply to these when redistributing or using them in your own projects :
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- Cubemap used in cubemap example by [Emil Persson(aka Humus)](http://www.humus.name/)
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- Armored knight model used in deferred example by [Gabriel Piacenti](http://opengameart.org/users/piacenti)
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- Voyager model by [NASA](http://nasa3d.arc.nasa.gov/models)
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- Old deer model used in tessellation example by [Čestmír Dammer](http://opengameart.org/users/cdmir)
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- Hidden treasure scene used in pipeline and debug marker examples by [Laurynas Jurgila](http://www.blendswap.com/user/PigArt)
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- 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
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A comprehensive collection of open source C++ examples for [Vulkan®](https://www.khronos.org/vulkan/), the new graphics and compute API from Khronos.
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A comprehensive collection of open source C++ examples for [Vulkan®](https://www.khronos.org/vulkan/), the new generation graphics and compute API from Khronos.
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[](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=BHXPMV6ZKPH9E)
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@ -9,6 +9,7 @@ A comprehensive collection of open source C++ examples for [Vulkan®](https://ww
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+ [Cloning](#Cloning)
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+ [Assets](#Assets)
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+ [Building](#Building)
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+ [Shaders](#Shaders)
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+ [Examples](#Examples)
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+ [Basics](#Basics)
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+ [Advanced](#Advanced)
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See [BUILD.md](BUILD.md) for details on how to build for the different platforms.
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## <a name="Shaders"></a> Shaders
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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.
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## <a name="Examples"></a> Examples
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### <a name="Basics"></a> Basics
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