Re: [AD] shader variable names |
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Ok I have done this for GLSL, but not for HLSL. Can someone do that? The only reason it matters at this point is that the docs say "al_pos" which does not work in HLSL now.
On 02/25/2013 05:10 PM, Peter Wang wrote:
> It's not a simplification. It introduces compile time checking
> where there was none, for one side of the interface.
>
> Mentally translating between al_tex <-> ALLEGRO_SHADER_VAR_TEX
> is trivial, I think.
>
> We could also just have the raw names correspond exactly with
> the macro names if it doesn't make shader sources unreadable,
> i.e. #define ALLEGRO_SHADER_VAR_TEX "ALLEGRO_SHADER_VAR_TEX"
>
> On Mon, 25 Feb 2013 16:45:48 -0700, Jon Rafkind <workmin@xxxxxxxxxx> wrote:
>> I don't see how this simplifies anything. A user who writes their own shader will have to use the "raw" names, al_tex or whatever, so now they will have to keep track of two names: al_tex and ALLEGRO_SHADER_VAR_TEX.
>>
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