Timeline for How to code shaders in C# without resorting to other programming languages?
Current License: CC BY-SA 4.0
22 events
when toggle format | what | by | license | comment | |
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Apr 25, 2023 at 8:17 | answer | added | jeancallisti | timeline score: 1 | |
Jul 15, 2021 at 1:35 | history | edited | DMGregory♦ | CC BY-SA 4.0 |
Clarifying initialism as requested in the comments
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Jul 14, 2021 at 20:32 | answer | added | Chris M. Thomasson | timeline score: -1 | |
S Feb 8, 2020 at 17:43 | history | suggested | user1306322 | CC BY-SA 4.0 |
better title, links
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Feb 8, 2020 at 7:23 | review | Suggested edits | |||
S Feb 8, 2020 at 17:43 | |||||
Feb 8, 2020 at 1:57 | comment | added | user43967 | The OpenTK library provides C# bindings for OpenGL. This includes compilers for shaders and controls to use them. See opentk.net | |
Feb 7, 2020 at 22:57 | comment | added | Gábor | Then you learn HLSL or whatever. Really, it's that simple. Learning a new language or a new tool is so commonplace in computing you shouldn't even think about it twice. You're not yet a programmer before your tenth language... | |
Feb 7, 2020 at 22:10 | history | became hot network question | |||
Feb 7, 2020 at 18:00 | history | tweeted | twitter.com/StackGameDev/status/1225841797554937859 | ||
Feb 7, 2020 at 15:26 | comment | added | Theraot | If you want to prototype shaders, perhaps shadertoy or shederific could help. They did it for me. Well, plus some OpenGL tutorials, I guess. | |
Feb 7, 2020 at 15:09 | comment | added | Pikalek | @grzesiekmq I reworded your question in an attempt to make it less of a "how to get started" question in the hopes that it will get reopened. If you feel my edits changed the nature of the question too much, feel free to rollback / modify my edits. | |
Feb 7, 2020 at 15:08 | history | reopened |
Pikalek Vaillancourt♦ |
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Feb 7, 2020 at 15:08 | history | edited | Vaillancourt♦ | CC BY-SA 4.0 |
Brought more on topic.
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Feb 7, 2020 at 15:01 | history | edited | Pikalek | CC BY-SA 4.0 |
reworded to try to make it on-topic
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Feb 7, 2020 at 14:33 | vote | accept | grzesiekmq | ||
Feb 7, 2020 at 14:32 | answer | added | DMGregory♦ | timeline score: 11 | |
Feb 7, 2020 at 14:23 | comment | added | Maximus Minimus | If you can find a compiler than compiles C# to the intermediate representation (DX bytecode or SPIR-V) then it's certainly possible, but finding such a compiler is another thing. However, all high-level shading languages are quite closely modelled on C-family syntax, so I suspect that you wouldn't have difficulty with that part anyway. Where you might have trouble if you're new to shaders is managing uniforms and the linkage between shader stages, but that would apply irrespective of language: being in C# vs HLSL certainly wouldn't make it easier. | |
Feb 7, 2020 at 14:18 | history | closed | Vaillancourt♦ | Not suitable for this site | |
Feb 7, 2020 at 14:12 | comment | added | Tom Tsagkatos |
if you've never written a shader, then the language doesn't matter a lot. Usually the challenge is learning how shaders behave, and not their syntax. Assuming you work with OpenGL, I would advice to learn glsl , but others might know more than me about this subject, and may be able to provide more help :)
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Feb 7, 2020 at 14:06 | comment | added | grzesiekmq | I never wrote a shader that's why i'm asking | |
Feb 7, 2020 at 14:04 | comment | added | Tom Tsagkatos |
I'm not 100% confident to post this as an answer as my experience isn't that good, but from what I know that's impossible. C# is meant to be compiled once, and you can distribute the executables to other systems, but glsl and other similar languages are meant to be compiled on the run when you run your game. So not only is it not possible now, but it will most likely never be. glsl is very close to the C-family, so if you know C#, you wouldn't have much trouble learning glsl .
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Feb 7, 2020 at 14:00 | history | asked | grzesiekmq | CC BY-SA 4.0 |