Daniel Toplak
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...
`glsllint.glslangValidatorArgs`should support substitution for `${env:YOUR_ENV}`
See: https://github.com/hsimpson/vscode-glsllint/issues/34#issuecomment-986312481 Max: https://cycling74.com/
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
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
When using a shader file which uses glslify the faulty lines are not matching the base file.
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...