GLSL Shader in StereoKit #874
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A third option that I think might be a lot less invasive, if possible, would be to edit the generated GLSL based on metadata in the HLSL file. So right now, in HLSL files you'll find metadata like this for textures:
This also contains a tagging system that allows you to slot in a bit of extra data. Right now I mostly use this to differentiate between an arbitrary
And then when generating the final GLSL shader, use that meta tag to swap out what kind of sampler it uses. Spirv-cross does have some tools for letting you modify the GLSL it outputs, I'm just uncertain if this would be one of the edits it supports easily, or if you'd have to do some exciting string manipulation for this. |
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Hey Nick! Looking to have a glsl-specific shader file render in StereoKit. This wouldn’t work like the cross-platform sk shader since we need an OES texture only for Android. So I’m thinking of two potential routes so I wanted to check with you on which one would be more ideal for integration:
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