Comments (1)
Part of the problem here is that we have two different shading languages (a functional surface language which you write shaders in, and an imperative core language which the surface language compiles to) represented in a single ShaderF
type.
Distinct surface and core languages would allow us to keep the core language relatively stable while adding features to the surface language.
I think this would also help #24.
from ui-effects.
Related Issues (12)
- There’s no mechanism for user input
- Drawing vertices is poorly abstracted HOT 1
- Uniforms declared & used in Shader are set in Draw HOT 1
- Draw has no way to retrieve the window size
- Shader is tightly coupled to GLSL HOT 1
- Shader is imperative HOT 2
- Views are non-interactive
- Derived Foldable over ShaderF fails for Bind HOT 2
- Languages in Freer can’t be optimized HOT 2
- Nothing is documented or explained
- Shader in/out variable requirements aren’t enforced at compile-time HOT 2
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from ui-effects.