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docs: add link to shader inclusion example (#12613)
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@@ -9,25 +9,8 @@
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* Example .obj model of V from SurmanPP
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*
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* HOW TO COMPILE SHADERS:
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* - download the sokol shader convertor tool from https://github.com/floooh/sokol-tools-bin
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*
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* - compile the .glsl shader with:
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* linux : sokol-shdc --input gouraud.glsl --output gouraud.h --slang glsl330
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* windows: sokol-shdc.exe --input gouraud.glsl --output gouraud.h --slang glsl330
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*
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* --slang parameter can be:
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* - glsl330: desktop GL
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* - glsl100: GLES2 / WebGL
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* - glsl300es: GLES3 / WebGL2
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* - hlsl4: D3D11
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* - hlsl5: D3D11
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* - metal_macos: Metal on macOS
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* - metal_ios: Metal on iOS device
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* - metal_sim: Metal on iOS simulator
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* - wgpu: WebGPU
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*
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* you can have multiple platforms at the same time passing parameters like this: --slang glsl330:hlsl5:metal_macos
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* for further infos have a look at the sokol shader tool docs.
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* Run `v shader .` in this directory to compile the shaders.
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* For more info and help with shader compilation see `docs.md` and `v help shader`.
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*
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* ALTERNATIVE .OBJ MODELS:
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* you can load alternative models putting them in the "assets/model" folder with or without their .mtl file.
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@@ -50,7 +33,7 @@ import obj
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// GLSL Include and functions
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#flag -I @VMODROOT/.
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#include "gouraud.h" #Please use sokol-shdc to generate the necessary rt_glsl.h file from rt_glsl.glsl (see the instructions at the top of this file)
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#include "gouraud.h" # Should be generated with `v shader .` (see the instructions at the top of this file)
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fn C.gouraud_shader_desc(gfx.Backend) &C.sg_shader_desc
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