Comments (1)
Agree, it's pretty confusing... Directories should be more organized as - (glsl21-osx, glsl31-windows, gles3-android, gles2-ios, etc). The reason why platform exist is to add ability to add platform specific code for shaders. For example if you have specific platform that has some driver bug (or you doing performance optimization) you would want to create single source code that has platform #ifdef but to generate completely different shaders for each platform. Current organization is just for examples, good starting point, but not how your specific use case would be.
Fat shaders are good idea, I've considered it, but due to number of possible combinations it might be impractical. I'm more interested into creating intermediate representation (for example something similar TGSI http://people.freedesktop.org/~csimpson/gallium-docs/tgsi.html) that gets translated to native shader code in runtime.
If you're starting with shaders you should use provided makefile for examples until you get more comfortable to switch to your custom build (see: https://github.com/bkaradzic/bgfx/blob/master/premake/shader.mk).
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Related Issues (20)
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