You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
On #153 we agreed that we should open an issue to discuss how we should implement custom shaders.
Just a short description what we would like to achieve to start the conversation: We would like to be able to define custom fragment and vertex shaders from userspace, and provide uniforms and parameters for them. Is there anything I'm missing @DrakkLord?
Please @DiegoGomezDeck let us know if you need any other information, or concrete examples where we would use it, or anything. Thank you!
The text was updated successfully, but these errors were encountered:
@DiegoGomezDeck correct me if I'm wrong but this would be a feature that would allow user space, for example after creating an Android Widget to call methods which register uniform names with types and attributes with types, load shader sources ( this is probably already done ) and manually select shader program to use based on what the user space wants, with a new type of GLFeature that contains which shader program to use which effectively overrides the key based shader selection.
On #153 we agreed that we should open an issue to discuss how we should implement custom shaders.
Just a short description what we would like to achieve to start the conversation: We would like to be able to define custom fragment and vertex shaders from userspace, and provide uniforms and parameters for them. Is there anything I'm missing @DrakkLord?
Please @DiegoGomezDeck let us know if you need any other information, or concrete examples where we would use it, or anything. Thank you!
The text was updated successfully, but these errors were encountered: