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Updated README.
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README.md
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README.md
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@ -394,6 +394,20 @@ preprocessor to transform GLSL like language syntax into HLSL. This technique
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has certain drawbacks, but overall it's simple and allows quick authoring of
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cross-platform shaders.
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Some differences between bgfx's shaderc flavor of GLSL and regular GLSL:
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- No `bool/int` uniforms, all uniforms must be `float`.
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- Attributes and varyings can be accessed only from `main()` function.
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- Must use `SAMPLER2D/3D/CUBE/etc.` macros instead of `sampler2D/3D/Cube/etc.`
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tokens.
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- Must use `vec2/3/4_splat(<value>)` instead of `vec2/3/4(<value>)`.
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- Must use `mul(x, y)` when multiplying vectors and matrices.
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- Must use `varying.def.sc` to define input/output semantic and precission
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instead of using `attribute/in` and `varying/in/out`.
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- `$input/$output` tokens must appear at the begining of shader.
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For more info see [shader helper macros](https://github.com/bkaradzic/bgfx/blob/master/src/bgfx_shader.sh).
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### Texture Compiler (texturec)
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This tool doesn't currently exist. To produce DDS, KTX or PVR textures use:
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