Yotsuba Shader
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GLSL syntax

Teams coming from OpenGL and Vulkan GLSL. Inspired by GLSL (OpenGL / Vulkan GLSL).

Package and namespace YotsubaShader.GlslSyntax · 35 attributes


Why choose it

The gl_* built-ins (gl_Position, gl_VertexIndex, gl_GlobalInvocationID) and layout(set, binding) carry over directly.

Workgroup size is [layout_local_size(x, y, z)]. Some attributes carry extension suffixes, such as gl_BaryCoordEXT and gl_FragStencilRefARB.

The same shader

Triangle.cs
using YotsubaShader.Language;
using YotsubaShader.GlslSyntax;
using YotsubaShader.GlslSyntax.Resources;

public struct VertexOutput
{
    [gl_Position]
    public Vector4 Position;
}

public class Triangle
{
    [buffer, layout(0, 0)]
    public float[] Output;

    [ShaderStage(Stage.Vertex)]
    public VertexOutput Vertex([gl_VertexIndex] uint id)
    {
        VertexOutput output = new VertexOutput();
        output.Position = new Vector4(0, 0, 0, 1);
        return output;
    }

    [ShaderStage(Stage.Fragment)]
    public Vector4 Fragment(VertexOutput input)
    {
        return new Vector4(1, 0.4f, 0.7f, 1);
    }

    [ShaderStage(Stage.Compute)]
    [layout_local_size(8, 8, 1)]
    public void Compute([gl_GlobalInvocationID] UInt3 id)
    {
    }
}

Common built-ins

BuiltIns.cs
using YotsubaShader.Language;
using YotsubaShader.GlslSyntax;

public struct VertexOutput
{
    // Clip-space position (vertex output)
    [gl_Position]
    public Vector4 Position;
}

public class BuiltIns
{
    [ShaderStage(Stage.Vertex)]
    public VertexOutput Vertex(
        // Vertex index
        [gl_VertexIndex] uint vertex,
        // Instance index
        [gl_InstanceIndex] uint instance)
    {
        VertexOutput output = new VertexOutput();
        output.Position = new Vector4(vertex, instance, 0, 1);
        return output;
    }

    [ShaderStage(Stage.Fragment)]
    public Vector4 Fragment(
        // Fragment coordinate
        [gl_FragCoord] Vector4 coord)
    {
        return new Vector4(coord.X, coord.Y, 0, 1);
    }

    [ShaderStage(Stage.Compute)]
    // Workgroup size (method attribute)
    [layout_local_size(8, 8, 1)]
    public void Compute(
        // Global invocation id
        [gl_GlobalInvocationID] uint id)
    {
        uint index = id;
    }
}

Resources

Resources.cs
using YotsubaShader.Language;
using YotsubaShader.GlslSyntax;
using YotsubaShader.GlslSyntax.Resources;

public struct Material
{
    public float Exposure;
}

public class Resources
{
    // Uniform buffer, with its binding slot
    [uniform, layout(0, 0)]
    public Material Material;

    // Read/write storage buffer
    [buffer, layout(0, 1)]
    public float[] Output;

    // Read-only storage buffer (same attribute)
    [buffer, layout(0, 2)]
    public float[] Input;
}

All GLSL syntax attributes

Other syntaxes: HLSL syntax · MSL syntax · SPIR-V syntax · WGSL syntax