GLSL doesn't have a standard way to handle #include, which is needed because lots of shaders can share sampling logic or random number generation logic.
Thus, I may want to transfer to HLSL in order to have better management.
References:
https://www.youtube.com/watch?v=GWIIIfT3PTs --> It directly uses C++ DXC API... I only want to use the dxc compiler.
https://github.com/microsoft/DirectXShaderCompiler/blob/main/docs/SPIR-V.rst
https://www.saschawillems.de/blog/2020/05/23/shaders-for-vulkan-samples-now-also-available-in-hlsl/
https://github.com/SaschaWillems/Vulkan/blob/master/shaders/hlsl/README.md
GLSL doesn't have a standard way to handle #include, which is needed because lots of shaders can share sampling logic or random number generation logic.
Thus, I may want to transfer to HLSL in order to have better management.
References:
https://www.youtube.com/watch?v=GWIIIfT3PTs--> It directly uses C++ DXC API... I only want to use the dxc compiler.https://github.com/microsoft/DirectXShaderCompiler/blob/main/docs/SPIR-V.rst
https://www.saschawillems.de/blog/2020/05/23/shaders-for-vulkan-samples-now-also-available-in-hlsl/
https://github.com/SaschaWillems/Vulkan/blob/master/shaders/hlsl/README.md