Hi,
are Godot shaders compiled directly into graphics card assembly or are they compiled into GLSL first and then into assembly? I don’t want to mess with GLSL, there is deprecated syntax for “varying” keyword and few more, for version of GLSL 3.0 and above. I want to stay far away from GLSL.
Thank you
I discovered the name of bytecode shader format to which both GLSL and HLSL compile, is SPIR-V.
Do Godot shaders compile directly to this bytecode format?
I suppose If using Vulkan, then this bytecode is transferred to graphics card via it’s API.
What about OpenGL fallback, if no Vulkan is present, are then Godot shaders compiled into classic GLSL?
TBH, I don’t know if you’re going to get a response on this one. I recommend checking out the Godot Engine code yourself and digging into it. This looks like a good place to start: