This document contains shader code that is automatically converted to be compatible with both Vulkan and OpenGL. It defines macros for attribute and uniform layouts and replaces OpenGL functions with equivalents for Vulkan. The shader code contains calculations on integer and floating point values stored in registers to compute pixel color outputs.
This document contains shader code that is automatically converted to be compatible with both Vulkan and OpenGL. It defines macros for attribute and uniform layouts and replaces OpenGL functions with equivalents for Vulkan. The shader code contains calculations on integer and floating point values stored in registers to compute pixel color outputs.
This document contains shader code that is automatically converted to be compatible with both Vulkan and OpenGL. It defines macros for attribute and uniform layouts and replaces OpenGL functions with equivalents for Vulkan. The shader code contains calculations on integer and floating point values stored in registers to compute pixel color outputs.
Marco Castorina, Gabriel Sassone - Mastering Graphics Programming With Vulkan - Develop A Modern Rendering Engine From First Principles To State-Of-The-Art Techniques-Packt Publishing (2023)