Daniel Toplak

Results 14 issues of Daniel Toplak

When using the [ShaderMaterial](https://threejs.org/docs/index.html#api/en/materials/ShaderMaterial) from three.js then there are some things injected into vertex and fragment shaders (some shader chunks). This is also the case when using a custom A-Frame...

enhancement
future

`glsllint.glslangValidatorArgs`should support substitution for `${env:YOUR_ENV}`

future

See: https://github.com/hsimpson/vscode-glsllint/issues/34#issuecomment-986312481 Max: https://cycling74.com/

enhancement
future

At the moment the user have to download the "glslangValidator" manually and set the ```glslangValidatorPath``` option to get the extension to work, this is bad UX. Find a better way...

Don't know anything about custom shaders in BabylonJS, but probably the extension can support them too

enhancement
future

The "slevesque.shader" is not really needed, it only contributes to language definitions, but I have my own file/language mapping

It would be nice to validate Unity Shaders. First I have to check if this is possible in glslangValidator to validate the parts of the unity shaders: https://docs.unity3d.com/2020.2/Documentation/Manual/SL-Reference.html

enhancement
future

When using a shader file which uses glslify the faulty lines are not matching the base file.

bug
glslify

Is there a way to use a custom types in the schema file? And deserialize from string into this type at runtime? I have the OpenAPI spec like this (just...