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It would be useful to be able to define shader strings in a way that Atom can syntax highlight the shader as GLSL code instead of a string. For instance, instead of
OpenGLES3MapBgr: class extends OpenGLES3MapDefault {
init: func (context: GpuContext, transform := false) { super(This fragmentSource, context, transform, func { this program setUniform("texture0", 0) }) }
fragmentSource: static String = "
#version 300 es\n
precision highp float;\n
uniform sampler2D texture0;\n
in vec2 fragmentTextureCoordinate;
out vec3 outColor;\n
void main() {\n
outColor = texture(texture0, fragmentTextureCoordinate).rgb;\n
}\n"
}imagine something like
OpenGLES3MapBgr: class extends OpenGLES3MapDefault {
init: func (context: GpuContext, transform := false) { super(This fragmentSource, context, transform, func { this program setUniform("texture0", 0) }) }
fragmentSource: static String = GLSL" #version 300 es
precision highp float;
uniform sampler2D texture0;
in vec2 fragmentTextureCoordinate;
out vec3 outColor;
void main() {
outColor = texture(texture0, fragmentTextureCoordinate).rgb;
}"}but in Atom.
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