#include "/utils.glsl" //! #include "A.glsl" ! is always expanded to code, while //? is only expanded if the file being compiled has not been included, e.g.:įile A.glsl //? #version 430 // Only expanded if this file is compiled directly, not when included in B.glsl
#include "/utils.glsl" //! #include "./include/utils.glsl"Įverything in the line in front of the //! is removed and replaced by the code in the comment. One way around this are special comments //! and //? that are transformed into code before compiling. Unfortunately, this does not go well with extensions like this that compile these files without any knowledge about what happens on the side of the application. When developing shaders, it is common to split one shader into multiple files, reuse files, and generally generate some parts of code in the application in order to make things easier. All "Display Items" of the extension start with GLSL.
Controlling the extension with comments (see below).Configurable (file extensions, code compilation, highlighting style, compiler).Auto-detection of shader stage: If you use the glsl file extension the source code is searched for keywords only used in certain shader stages.Note that support for Vulkan shader types is currently only provided via an external compiler (like glslangValidator).Note that GLSL_NV_ray_tracing shader types support for error tagging is currently only provided via an external compiler (like glslangValidator).For the file extension glsl the extension tries to auto detect the type of shader you use based on reserved words used in the shader code.Error tagging with squiggles and in error list (error list support is very alpha).Code completion (OpenGL 4.6 keywords + all identifiers in shader file).Syntax highlighting (default file extensions: glsl, frag, vert, geom, comp, tese, tesc, mesh, task, rgen, rint, rmiss, rahit, rchit, rcall) Set color under Options (Fonts and Colors).See the change log for changes and road map. Please see section "External comiler" for details. You can also select an external compiler executable to use for this purpose in the options menu. Error tagging uses a separate OpenGL thread that compiles the shader on the primary graphics card. Includes syntax highlighting, code completion (OpenGL 4.6 + identifiers in shader file), error tagging with squiggles and in error list (error list support is very alpha). VSIX Project that provides GLSL language integration. Open VSIX Gallery version VS2017 & 2019 or.Visual Studio Marketplace version VS2017 & 2019 or VS 2022 preview.GLSL language integration (for VS2017, 20)