From 3396259576660aebbddea6f1c9b01f074b22cfff Mon Sep 17 00:00:00 2001 From: Kalle Huttunen Date: Fri, 9 Oct 2020 21:35:34 +0300 Subject: [PATCH] Add note about the GLSL used --- docs/beginner/tutorial3-pipeline/README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/beginner/tutorial3-pipeline/README.md b/docs/beginner/tutorial3-pipeline/README.md index 42f2b951..252cc661 100644 --- a/docs/beginner/tutorial3-pipeline/README.md +++ b/docs/beginner/tutorial3-pipeline/README.md @@ -20,7 +20,7 @@ We use a vertex shader to manipulate a list of vertices, in order to transform t You can think of a fragment as the beginnings of a pixel in the resulting image. Each fragment has a color that will be copied to its corresponding pixel. The fragment shader decides what color the fragment will be. ## GLSL and SPIR-V -Shaders in `wgpu` are written with a binary language called [SPIR-V](https://www.khronos.org/registry/spir-v/). SPIR-V is designed for computers to read, not people, so we're going to use a language called GLSL to write our code, and then convert that to SPIR-V. +Shaders in `wgpu` are written with a binary language called [SPIR-V](https://www.khronos.org/registry/spir-v/). SPIR-V is designed for computers to read, not people, so we're going to use a language called GLSL (specifically, with `wgpu` we need to use the [Vulkan flavor of GLSL](https://github.com/KhronosGroup/GLSL/blob/master/extensions/khr/GL_KHR_vulkan_glsl.txt)) to write our code, and then convert that to SPIR-V. In order to do that, we're going to need something to do the conversion. Add the following crate to your dependencies.