Glslang shader “header” file naming conventions


Glslang shader “header” file naming conventions



For typical shader stages glslang enforces the naming conventions *.vert, *.tesc, *.tese, *.geom, *.frag, *.comp which let you compile your shaders to Spir-V without specifying the -S flag.


*.vert


*.tesc


*.tese


*.geom


*.frag


*.comp


-S



However what about "header" files with common functions that you may include inside many shaders for multiple different stages using the GL_GOOGLE_include_directive extension?


GL_GOOGLE_include_directive



Obviously people are free to name them however they want but are there some reasonable conventions that have emerged?





I can't find an extension specification for that extension anywhere online. So I'm not sure how it could be widely used enough for "some reasonable conventions" to emerge.
– Nicol Bolas
Jul 2 at 2:01





@Nicol Bolas Thinking about it that way you're probably right. I'm not sure how commonly used it is. I couldn't find specification either. The way I learned about it was by trying the GL_ARB_shading_language_include extension which didn't work and then glslang spat an error message saying that it needs GL_GOOGLE_include_directive in order to use #include inside my shader.
– gcc-6.0
Jul 2 at 2:12


GL_ARB_shading_language_include


GL_GOOGLE_include_directive


#include




1 Answer
1



The shaderc tests for file inclusion use .glsl as the suffix for included files, while still using .vert, .frag etc. for the top-level file.


.glsl


.vert


.frag






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