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901 B
Markdown
10 lines
No EOL
901 B
Markdown
## HLSL Shaders
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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.
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### Known issues
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- Specialization constants can't be used to specify array size.
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- `gl_PointCoord` not supported. HLSL has no equivalent. We changed the shaders to calulate the PointCoord manually in the shader. (`computenbody`, `computeparticles`, `particlesystem` examples).
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- HLSL doesn't have inverse operation (`deferred`, `hdr`, `instancing`, `skeletalanimation` & `texturecubemap` examples), these should be done on the CPU
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- 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. |