Title: synthclipse global shader includes Post by: cKleinhuis on July 13, 2015, 02:18:34 PM hi there, i open a new thread for that, because it takes some time to formulate
what me keeps me thinking is that the visible source code is not directly reusable in other shader environments, nowadays i play alot using resolume shaderloader plugin, which can directly load shaders from shadertoy, and the shadermaker which generates an ffgl plugin out of a shadertoy shader http://vjunion.net/t/shaderloader-ffgl-plugin/525 http://vjunion.net/t/shadermaker-for-windows-osx-turn-shadertoy-to-ffgl/596 so far so good - the includes that are added to the source codes, couldnt that be dealt with like a global include mechanism based on the type ? - because the "synthlipse.h" include does not need to be visible/editable in the source code, this could be as well some kind of global include, which could be an editable text which is inserted on every shader for my example above i would use that feature in a way to extend the default parameters with iParam2...iParam4 of type vec4 so when copying the source code i can just make CTRL-A CTRL-C and have the ready to use code for my plugin environment ;) so its really all about making the visible editable code directly compatible in terms of include directives, and my proposed solution for that would be to make it in the background, for comptibilities sake the existing mechanism should work in a way that no global type/include is assigned to them ;) Title: Re: synthclipse global shader includes Post by: _revers_ on July 13, 2015, 04:04:54 PM If I understand you correctly you would like to get rid of: Code: #ifdef SYNTHCLIPSE The other option is to add simple exporter that trims off unnecessary stuff. Maybe I could write it for. Just tell me what should be included in the output of such exporter. Should it be something like the code shown in the Code Preview View (all included files merged into one file)? |