https://github.com/shader-slang/slang
Tip revision: 3d313d963f29f6ca6a8d12bd5c403a70c49aca2a authored by Tim Foley on 18 July 2017, 20:32:56 UTC
Merge pull request #118 from tfoleyNV/falcor-shadow-fixes
Merge pull request #118 from tfoleyNV/falcor-shadow-fixes
Tip revision: 3d313d9
README.md
# Slang
[![AppVeyor build status](https://ci.appveyor.com/api/projects/status/3jptgsry13k6wdwp/branch/master?svg=true)](https://ci.appveyor.com/project/shader-slang/slang/branch/master)
Slang is a library for compiling real-time shader code.
It can be used with either existing HLSL or GLSL code, or with code written directly in Slang.
The library provides a variety of services that application developers can use to put together the shader compilation workflow they want.
Services provided by the Slang library include:
* Slang can scan ordinary HLSL or GLSL code that neglects to include `register` or `layout` bindings and "rewrite" that code to include explicit bindings for all shader parameters. This lets you write simple and clean code, but still get deterministic binding locations.
* Slang provides a full reflection API for shader parameters, with a uniform interface across HLSL, GLSL, and Slang. The reflection system does not silently drop unused/"dead" parameters, and it can even be used on libraries of shader code without compiling any entry points.
* *Work in progress:* Slang supports cross-compilation of either HLSL or Slang code to GLSL.
* You can directly get HLSL or GLSL source code as output from Slang, or you can let the library invoke lower-level code generation for you to get back DXBC or SPIR-V (DXIL support to come).
## Documentation
TODO
## Getting Started
TODO
## Testing
TODO
## Contributing
TODO
## Contributors
* Yong He
* Haomin Long
* Teguh Hofstee
* Tim Foley