53599592e0
Comes with backends for Vulkan, Metal, Direct3D 11.1, and OpenGL (ES). All APIs are private for now. Shader conditioning (i.e. generating a QRhiShader in memory or on disk from some shader source code) is done via the tools and APIs provided by qt-labs/qtshadertools. The OpenGL support follows the cross-platform tradition of requiring ES 2.0 only, while optionally using some (ES) 3.x features. It can operate in core profile contexts as well. Task-number: QTBUG-70287 Change-Id: I246f2e36d562e404012c05db2aa72487108aa7cc Reviewed-by: Lars Knoll <lars.knoll@qt.io>
5 lines
300 B
Bash
Executable File
5 lines
300 B
Bash
Executable File
qsb --glsl "120,300 es" --hlsl 50 --msl 12 shadowmap.vert -o shadowmap.vert.qsb
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qsb --glsl "120,300 es" --hlsl 50 --msl 12 shadowmap.frag -o shadowmap.frag.qsb
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qsb --glsl "120,300 es" --hlsl 50 --msl 12 main.vert -o main.vert.qsb
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qsb --glsl "120,300 es" --hlsl 50 --msl 12 main.frag -o main.frag.qsb
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