## HLSL Shaders This directory contains shaders using the [HLSL shading language](https://docs.vulkan.org/guide/latest/hlsl.html). These can be compiled with [DXC](https://github.com/microsoft/DirectXShaderCompiler) using e.g. the included `compile.py` script. ### Known issues - Specialization constants can't be used to specify array size. - `gl_PointCoord` not supported. HLSL has no equivalent. We changed the shaders to calulate the PointCoord manually in the shader. (`computenbody`, `computeparticles`, `particlesystem` examples). - HLSL doesn't have inverse operation (`deferred`, `hdr`, `instancing`, `skeletalanimation` & `texturecubemap` examples), these should be done on the CPU - HLSL interface for sparse residency textures is different from GLSL interface. After translating from HLSL to GLSL the shaders behave slightly different. Most important parts do behave identically though.