inline-spirv
ease the way you write shaders. Although as game developers, we usually compile a permutation of shader stages for different objects and materials at runtime for the best flexibility; sometimes we do want to try out some new ideas and start up dirty. This crate helps you compile GLSL/HLSL shader in your Rust code, or in external files, into SPIR-V; and embed them right inside the binary, so you are freed from all the compilation hassle.
To inline shader source:
```rust use inlinespirv::includespirv;
let spv: &'static [u32] = inlinespirv!(r#" #version 450 core void main() { glPosition = vec4(0, 0, 0, 1); } "#, vert); ```
To include a external shader source file:
```rust use inlinespirv::includespirv;
let spv: &'static [u32] = include_spirv!("assets/vert.hlsl", vert, hlsl, entry="Main"); ```
For the full list of options please refer to the documentation.
The macro can be verbose especially you have a bunch of #include
s, so please be aware of that you can alias and define a more customized macro for yourself:
```rust use inlinespirv::includespirv as includespirvraw;
macrorules! includespirv { ($path:expr, $stage:ident) => { includespirvraw!( $path, $stage, hlsl, entry="myentrypt", D VERBOSEDEFINITION, D ANOTHERVERBOSE_DEFINITION="verbose definition substitution", I "long/path/to/include/directory", ) } }
// ... let vert: &[u32] = include_spirv!("examples/demo/assets/demo.hlsl", vert); ```
This project is licensed under either of
at your option.