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My infamous LibSL library

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Mesh shader integration and WebGL2 support for 3D textures and formats

Updated bindImgui.cpp to be compatible with v1.80+ of imgui Updated .gitmodule to use docking branch

Add the .msh fromat to mesh file format

Given the following shader files: ```glsl /// toto.glsl #include "shared.glsl" void main() { gl_FragColor = f(); } /// shared.glsl vec4 f() { return vec4(1.0, 0.0, 0.0, 1.0); } ``` And...

`#define` statements are not propagated to included files, so this will fail at runtime (`g` not defined): ```glsl // a.glsl #ifdef X vec2 g() { return vec2(1.0, 2.0); } #endif...

when an uniform declaration is commented out, it is still parsed by autobind shader : adding the comment bellow on a shader will create a bug : // TODO, use...

- Guarded CMake inclusion of LibSL tests - Guarded the CMake inclusion of glfw in Windows - Fixed redefinitions of OPENGL4 and OPENGL4CORE