ShadowDusk.GLSL
0.7.0
See the version list below for details.
dotnet add package ShadowDusk.GLSL --version 0.7.0
NuGet\Install-Package ShadowDusk.GLSL -Version 0.7.0
<PackageReference Include="ShadowDusk.GLSL" Version="0.7.0" />
<PackageVersion Include="ShadowDusk.GLSL" Version="0.7.0" />
<PackageReference Include="ShadowDusk.GLSL" />
paket add ShadowDusk.GLSL --version 0.7.0
#r "nuget: ShadowDusk.GLSL, 0.7.0"
#:package ShadowDusk.GLSL@0.7.0
#addin nuget:?package=ShadowDusk.GLSL&version=0.7.0
#tool nuget:?package=ShadowDusk.GLSL&version=0.7.0
ShadowDusk.GLSL
The GLSL back half of the ShadowDusk cross-platform shader compiler: SPIR-V → GLSL transpilation via the SPIRV-Cross C API, plus the MojoShader-dialect rewriter that makes the output load and render in MonoGame's and KNI's OpenGL/WebGL runtimes exactly like mgfxc's (uniform naming, posFixup, legacy attribute/varying I/O, Reach + HiDef in one artifact).
This is a building block consumed by the other ShadowDusk.* packages. To compile shaders, install ShadowDusk.Compiler (in-process library), ShadowDusk.Cli (dotnet tool), or ShadowDusk.Wasm (in-browser) instead — each pulls this package transitively.
- Documentation: https://kaltinril.github.io/ShadowDusk/
- Source / issues: https://github.com/kaltinril/ShadowDusk
| Product | Versions Compatible and additional computed target framework versions. |
|---|---|
| .NET | net8.0 is compatible. net8.0-android was computed. net8.0-browser was computed. net8.0-ios was computed. net8.0-maccatalyst was computed. net8.0-macos was computed. net8.0-tvos was computed. net8.0-windows was computed. net9.0 was computed. net9.0-android was computed. net9.0-browser was computed. net9.0-ios was computed. net9.0-maccatalyst was computed. net9.0-macos was computed. net9.0-tvos was computed. net9.0-windows was computed. net10.0 was computed. net10.0-android was computed. net10.0-browser was computed. net10.0-ios was computed. net10.0-maccatalyst was computed. net10.0-macos was computed. net10.0-tvos was computed. net10.0-windows was computed. |
-
net8.0
- ShadowDusk.Core (>= 0.7.0)
- Silk.NET.SPIRV.Cross.Native (>= 2.23.0)
NuGet packages (1)
Showing the top 1 NuGet packages that depend on ShadowDusk.GLSL:
| Package | Downloads |
|---|---|
|
ShadowDusk.Compiler
Cross-platform, self-contained HLSL Effect compiler for MonoGame, KNI, and FNA. Compiles .fx shaders to .mgfx binaries (MonoGame/KNI) or D3D9 fx_2_0 .fxb binaries (FNA) in memory at runtime — on Linux, macOS, or Windows — with no Wine, Windows SDK, fxc.exe, or mgfxc required. Add the package and call EffectCompiler.CompileAsync; feed the bytes to new Effect(gd, bytes). Pulls the ShadowDusk.* set and the native DXC + SPIRV-Cross + vkd3d-shader binaries transitively. |
GitHub repositories
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