Updated README.

This commit is contained in:
Branimir Karadžić 2014-04-26 20:18:17 -07:00
parent 285bd321f9
commit e295cdda4d

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