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maybe translating GLSL can be entirely skipped if I use this extension: https://registry.khronos.org/OpenGL/extensions/ARB/ARB_gl_spirv.txt |
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Just the GLSL version, without the dots. So, for example, you would say 150 for GLSL 1.50, just like you would in an actual GLSL/ESSL source file.
No. But because WebGL is based on OpenGL ES, what you really want to use is |
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question: what are all the possible values for argument
--version
of toolspirv-cross
? because I've read that#version X
at beginning on GLSL can havecore
orcompatibility
appended, so are these part of the argument?uuuuuuuuh I got some OpenGL code I'm trying to use... it is working as it is for Windows desktop, and I want it to work for HTML5 build and also Android (if I ever figure out how to make an APK).
you see, I don't really know OpenGL. I have always struggled to learn OpenGL. so what matters is that I got this code that just works, and I want it to work in more places... I'm just experimenting, so I don't really know what I'm doing really... it is hard to grasp.
my initial idea was that I could reduce the GLSL version and have it work in more places... turns out that this tool
spirv-cross
exists, so I guess this is the way to go? I don't know. I don't know what is the current best practice, this doesn't seem to be explained anywhere. so anyway, I hope I can bet onspirv-cross
I think...?Beta Was this translation helpful? Give feedback.
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