GLSL Compiler
GLSLCompiler package for sublime text
Details
Installs
- Total 4K
- Win 3K
- Mac 1K
- Linux 0
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Mac | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Linux | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Readme
- Source
- raw.githubusercontent.com
GLSLCompiler
GLSLCompiler package for sublime text.
This package adds a .glsl file build-system.
It builds glsl code with shipped binary, and print errors if there's any.
We use keywords “vs”, “vertex”, “fs”, “fragment”, “ps”, “pixel” to determine if the input file is vertex shader or not.
If no keyword were found. It will pass #define VERTEX_SHADER / FRAGMENT_SHADER and compile the same shader twice.
OSX
Install library sfml from home-brew to use shipped binary directlly.
Or you can build the executable by yourself.
If you encounter permission issues, just call 'chmod 755 path\to\glslcompiler'.
Windows
Nothing todo so far.