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> Plus, not all engines have the same data layout, so an “effect crate” would either require your engine to work a very specific way, or would require integrati
by pcwalton 6y ago
> Plus, not all engines have the same data layout, so an “effect crate” would either require your engine to work a very specific way, or would require integration work that would probably defeat the purpose of using a package manager in the first place.
You could say the same thing about nodes in shader graph systems, but in practice they work quite well.
> It can’t be worth the headaches, especially when you consider how a TON of devices still only support OpenGL, which not only requires runtime compilation of shaders (so only GLSL unless your app ships a cross compiler)
You can AOT compile SPIR-V to GLSL with SPIRV-Cross.