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File extensions other than .frag
, .vert
#9
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Hi! So, actually, ANGLE just needs to know what kind of shader the file is (vertex or fragment); it doesn't care how you tell them apart. It's the plugin that (currently) uses the file extension to tell the difference. We're definitely willing to add other ways of identifying the file type if there's a good way to tell them apart. Two separate concerns:
Obviously this is a problem larger than just the shader-school exercises, as glslify is used in quite a lot of projects, so this is something I've been thinking a bit about. Short of integrating glslify into the plugin, I'm not sure how to solve this issue right now, but some initial thoughts:
What do you think? |
Those features sound like a great step forward, even if the glslify case isn't solved. |
One simple solution to this is to just add a key binding to run the specific validator. So maybe something like (CTRL + SHIFT + S + V) to validate vertex shaders. This doesn't fully solve the problem, but I assume it would be easy to implement. Another thought: |
This would be very useful for me too. Right now, I have to save my local files as |
Hi! This plugin is awesome but its usefulness is limited by the file extension requirement. For example, I cannot use it with the shader-school exercises because their files all end in
.glsl
.I understand that the ANGLE translator uses the file extension to decide what type of shader it is. Do you see any way to get around this restriction?
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