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by atum47
968 days ago
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very nice tutorial. If I can make one suggestion is to write the shaders in a GLSL file format (i.e.: .vs, .fs) then just get the text value from it; that way you can get your editor to highlight the GSLS syntax, which is pretty helpful when dealing with complex shaders. this not, by any means, the best way of doing it, but I felt it was a bit easier writing GLSL code. https://github.com/victorqribeiro/3Dengine/blob/master/js/Sh... |
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Is that like a Unity or Unreal standard? The thing I'm familiar with is a single .glsl with a void fragment() and void vertex() etc. in it