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@@ -128,11 +128,14 @@
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* [blog post](https://moonside.games/posts/layers-all-the-way-down/)
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* [blog post](https://moonside.games/posts/layers-all-the-way-down/)
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* explaining this situation.
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* explaining this situation.
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*
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*
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- * It is optimal for apps to pre-compile the shader formats they might use,
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- * but for ease of use SDL provides a separate project,
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+ * Shader binaries can be compiled using standard Vulkan, Direct3D or Metal
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+ * tooling, but SDL provides a separate project,
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* [SDL_shadercross](https://github.com/libsdl-org/SDL_shadercross)
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* [SDL_shadercross](https://github.com/libsdl-org/SDL_shadercross)
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- * , for performing runtime shader cross-compilation. It also has a CLI
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- * interface for offline precompilation as well.
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+ * , as a convenient command-line wrapper for cross-compiling shaders from
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+ * HLSL or SPIR-V to any backend format (SPIR-V, DXBC, DXIL, MSL).
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+ *
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+ * While offline ahead-of-time compilation is preferred, SDL_shadercross is
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+ * also able to operate as a runtime library for advanced usecases.
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*
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*
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* This is an extremely quick overview that leaves out several important
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* This is an extremely quick overview that leaves out several important
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* details. Already, though, one can see that GPU programming can be quite
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* details. Already, though, one can see that GPU programming can be quite
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