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It looks like it'll be a long road to get human-readable output from gamma. For example, at a glance, can you tell if these two shaders are equivalent?
Ultimately the gamma-source shader isn't so bad, but as people are learning (and learning to trust) gamma, it's likely they'll want to compare some hand-written glsl with the output, to get a sense of things. Could certainly be a big issue with onboarding new developers.
There will probably be lots of ways to "pretty-print" the shaders, but here are a two I've thought of:
Group the inputs into uniforms, attributes, and varying with one empty line between each group
For each group, either arrange them 1.) alphabetically, or 2.) (possibly more useful) by the order they appear in the body of the shader.
Being able to give locals names so they show up when pretty-printing the source of a gamma shader, with the understanding that this is only a debugging tool e.g.:
This would probably be enough for me to quickly piece together whether the above shaders were equivalent, which would probably tell me why my current example is not working.
The text was updated successfully, but these errors were encountered:
It looks like it'll be a long road to get human-readable output from gamma. For example, at a glance, can you tell if these two shaders are equivalent?
Ultimately the gamma-source shader isn't so bad, but as people are learning (and learning to trust) gamma, it's likely they'll want to compare some hand-written glsl with the output, to get a sense of things. Could certainly be a big issue with onboarding new developers.
There will probably be lots of ways to "pretty-print" the shaders, but here are a two I've thought of:
This would probably be enough for me to quickly piece together whether the above shaders were equivalent, which would probably tell me why my current example is not working.
The text was updated successfully, but these errors were encountered: