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GeezerVison is showing github.com — pathfinder/shaders at main · servo/pathfinder

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d3d11
d3d11
 
 
d3d9
d3d9
 
 
debug
debug
 
 
Makefile
Makefile
 
 
README.md
README.md
 
 
blit.fs.glsl
blit.fs.glsl
 
 
blit.vs.glsl
blit.vs.glsl
 
 
clear.fs.glsl
clear.fs.glsl
 
 
clear.vs.glsl
clear.vs.glsl
 
 
demo_ground.fs.glsl
demo_ground.fs.glsl
 
 
demo_ground.vs.glsl
demo_ground.vs.glsl
 
 
fill_area.inc.glsl
fill_area.inc.glsl
 
 
reproject.fs.glsl
reproject.fs.glsl
 
 
reproject.vs.glsl
reproject.vs.glsl
 
 
stencil.fs.glsl
stencil.fs.glsl
 
 
stencil.vs.glsl
stencil.vs.glsl
 
 
tile_fragment.inc.glsl
tile_fragment.inc.glsl
 
 
tile_vertex.inc.glsl
tile_vertex.inc.glsl
 
 

README.md

Outline

Building the shaders

This document describes how to regenerate the shaders used by Pathfinder. Unless you have modified files in this directory, regenerating the shaders is not necessary to use Pathfinder or do most kinds of development on it.

You will need glslangValidator and spirv-cross installed to execute the Makefile from this directory. You can speed up the build by parallelizing the build: make -j.

macOS

You can use Homebrew to install the dependencies:

brew install glslang spirv-cross

Windows

glslangValidator and spirv-cross are available by installing the Vulkan SDK. You'll also need some commands like make, rm, etc. These are available on the Windows Subsystem for Linux shell. You'll need to set these environment variables for make to succeed:

export GLSLANG=glslangValidator.exe
export SPIRVCROSS=spirv-cross.exe

Note: the Windows versions of glslangValidator and spirv-cross may change the line endings of the generated output. Please take care to ensure that unintended line ending changes aren't accidentally committed, for instance by configuring Git to automatically handle line endings.

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