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If we do move forward with HLSL, then it would be extremely helpful if examples of the conversion process of existing Axmol GLSL shaders to their HLSL equivalents is documented in one location, such as in a wiki article. It can be used as a reference to help developers convert their own custom GLSL shaders to HLSL. |
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It's hard to believe the customers would want to convert their own custom GLSL shaders to HLSL. Maybe they will do this in new projects. |
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Proposal: Refactoring Shader Workflow in Axmol v3
Hello Axmol community,
As we approach Axmol v3 beta1, the original roadmap focused on completing the physics 2D/3D refactor. However, we are now considering prioritizing a shader workflow refactor before beta1 release.
Motivation
layout(sampler_slot=xx)for D3D12.Proposed Change
AX_PSIZE/PSIZE) to ensure consistent mapping across D3D, Vulkan, Metal, and OpenGL.sampler_slotsyntax — HLSL natively supports resource binding viaregister(t#),register(s#),register(b#), etc.Expected Benefits
PSIZEand sampler slots across RHIs.Community Feedback
We’ll keep this discussion open for two weeks to gather feedback.
Thank you for your input and continued support!
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