Expand description
The single-source .slang engine shaders, embedded once for every consumer.
Both halves of the toolchain read these: the renderer compiles them at init (or loads a precompiled artifact keyed by their text), and the device build script compiles the same text ahead of time. They live here, below the backends, so the two can never disagree about what a program’s source is – the content-addressed shader cache keys on exactly this text.
Constants§
- AUTO_
EXPOSURE auto_exposure.slang.- BLOOM
bloom.slang.- COMPOSITE
composite.slang.- CULL
cull.slang.- DECAL
decal.slang.- FOG
fog.slang.- FULLSCREEN
fullscreen.slang.- GBUFFER_
PREPASS gbuffer_prepass.slang.- GLASS
glass.slang.- GLASS_
MESH glass_mesh.slang.- HIZ_
BUILD hiz_build.slang.- LIGHT_
CULL light_cull.slang.- LIGHT_
TYPES light_types.slang.- LINE
line.slang.- MAIN_
BINDLESS main_bindless.slang.- MAIN_
SHADING main_shading.slang.- MAIN_
TYPES main_types.slang.- MODEL_
HISTORY model_history.slang.- OBJECT_
COMMON object_common.slang.- PARTICLE
particle.slang.- PARTICLE_
SIMULATE particle_simulate.slang.- PARTICLE_
TYPES particle_types.slang.- POST_
COMMON post_common.slang.- PROBE_
COMMON probe_common.slang.- PROBE_
PREFILTER probe_prefilter.slang.- PROBE_
TYPES probe_types.slang.- RAYMARCH
raymarch.slang.- RAYMARCH_
COMMON raymarch_common.slang.- RAYMARCH_
TYPES raymarch_types.slang.- REFLECTION
reflection.slang.- RT_
REFLECTIONS rt_reflections.slang.- RT_SKIN
rt_skin.slang.- RT_
TRACE rt_trace.slang.- RT_
TYPES rt_types.slang.- SHADOW
shadow.slang.- SHADOW_
BIAS shadow_bias.slang.- SOURCES
- Every embedded shader, as (file name, source).
embeddedlooks up by name; a build script iterating the set walks this table. - SSAO
ssao.slang.- SSGI
ssgi.slang.- SSR
ssr.slang.- SURFACE_
FRAGMENT_ DEFAULT surface_fragment_default.slang.- SURFACE_
VERTEX_ DEFAULT surface_vertex_default.slang.- TAA
taa.slang.- TEXT
text.slang.- WATER
water.slang.
Functions§
- embedded
- One shader’s embedded text, by file name.