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2020-05-03

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MojoShader

Mirror of MojoShader hosted at icculus.org.

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Recent Commits

修訂.時間作者訊息 RSS
5f797fb32020-05-03 16:52:42Martin KrošlákAdd descriptor set assignment
ed07dd992020-05-03 07:29:29Caleb Cornettmetal: Set ctx to NULL after free
cee4402d2020-04-27 11:35:13Ethan LeePut the vertex sampler offset firmly at TEXTURE16
30f8b1282020-04-27 02:02:35Ethan LeeFix memory leak in mtlDeleteShader
349cc8982020-04-26 06:28:48Ethan LeeC buildfix
2f03f0b52020-04-25 16:28:02Martin KrošlákAdd uniform block support for vulkan
fd8111be2020-04-24 22:23:20Ethan LeeUnused variables
cd51a6122020-04-24 22:16:40Ethan LeeForgot to commit the new testparse...
ad9a16c82020-04-24 22:13:10Ethan LeeMajor refactor of the Effects API. The previous API was ...
311c02c82020-04-24 22:05:12Ethan LeeUse __cdecl instead of __stdcall
To use this in your project:

- Add mojoshader*.c and mojoshader*.h to your project.
- Compile mojoshader*.c
- If you don't have a C99-compliant compiler, like Microsoft Visual Studio,
  you'll need to compile the .c files as C++ to get them to build.
- If you don't have cmake to generate mojoshader_version.h, you can either
  add a blank file with that name, or add MOJOSHADER_NO_VERSION_INCLUDE to
  your preprocessor definitions.

// end of README.txt ...

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