Shader System rework #575

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opened 2025-12-14 20:48:11 +00:00 by SakulFlee · 0 comments
SakulFlee commented 2025-12-14 20:48:11 +00:00 (Migrated from github.com)

The current shader system only works on desktop platforms, where we can build a "dynamic" index of shader parts to include. We need to change the shader system up in two ways:

  1. Use the Cross-Platform File-Manager (#574). Shader files need to be accessed on any platform, not just desktop platforms.
  2. Build a similar feature, but in Rust code only. We probably need to use a Map<Identifier, ShaderSourcePart> holding the same information. We'd need some way for the user to add their own shader parts to this map, so that their shaders can be compiled correctly.

This will be required for:

The current shader system only works on desktop platforms, where we can build a "dynamic" index of shader parts to include. We need to change the shader system up in two ways: 1. Use the Cross-Platform File-Manager (#574). Shader files need to be accessed on any platform, not just desktop platforms. 2. Build a similar feature, but in Rust code only. We probably need to use a `Map<Identifier, ShaderSourcePart>` holding the same information. We'd need some way for the user to add their own shader parts to this map, so that their shaders can be compiled correctly. This will be required for: - #573 - #590 - #591
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SakulFlee/Orbital#575
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