GLSL syntax
Teams coming from OpenGL and Vulkan GLSL. Inspired by GLSL (OpenGL / Vulkan GLSL).
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
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
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
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;
}
Other syntaxes: HLSL syntax · MSL syntax · SPIR-V syntax · WGSL syntax
