A Shadertoy rip-off.
There are examples in the repository.
Define the format of the data you're passing to the shader.
Global (uniform) constant component. Describes a free-standing value passed into the shader, which is not enclosed into any constant buffer.
A convenience type for a texture paired with a sampler. It only makes sense for DX9 class hardware, where every texture by default is bundled with a sampler, hence they are represented by the same name. In DX10 and higher samplers are totally separated from the textures.
A window that you can draw on.
Crate error type.
A game, which is hopefully what you're making.
A depth-stencil buffer handle.
A link type for the depth buffer.
A link type for the color buffer.
A color buffer handle.
Crate result type.
A compiled shader.
A texture handle.
A loaded texture.