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Other graphics API's will not support GLSL shaders, so we should create a way for the Shader type to contain different types of shaders. A separate struct would do the job.
For example Shader.GLSL != nil implies a GLSL shader, where (future) Shader.HLSL != nil may imply a HLSL shader, etc.
The text was updated successfully, but these errors were encountered:
Issue by slimsag
Tuesday Dec 09, 2014 at 18:28 GMT
Originally opened as azul3d-legacy/gfx#63
Other graphics API's will not support GLSL shaders, so we should create a way for the
Shader
type to contain different types of shaders. A separate struct would do the job.For example
Shader.GLSL != nil
implies a GLSL shader, where (future)Shader.HLSL != nil
may imply a HLSL shader, etc.The text was updated successfully, but these errors were encountered: