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6 changes: 3 additions & 3 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -233,7 +233,7 @@ const char shaderSource[] = "...";
DescribedPipeline* pl = LoadPipeline(shaderSource);
```
## Setting Uniforms
The shader sourse might contain a uniform or storage binding entry:
The shader source might contain a uniform or storage binding entry:
```wgsl
@group(0) @binding(0) var<uniform> Perspective_View: mat4x4f
```
Expand Down Expand Up @@ -332,14 +332,14 @@ More examples can be found in [here](https://github.com/manuel5975p/raygpu/tree/
- Metal (includes iOS)
- Most importantly, [browsers](https://caniuse.com/webgpu).

It also includes a [specification of WGSL](https://www.w3.org/TR/WGSL/), a shading language that will can translated into any native shading language, like MSL, HLSL, GLSL and most importantly SPIR-V. This library includes an optional GLSL parser, making GLSL another option for input to be translated.
It also includes a [specification of WGSL](https://www.w3.org/TR/WGSL/), a shading language that can be translated into any native shading language, like MSL, HLSL, GLSL and most importantly SPIR-V. This library includes an optional GLSL parser, making GLSL another option for input to be translated.

Mobile support is done with SDL, Web support for C++/ wasm programs is done by [Emscripten](https://emscripten.org/).
- **Pros**
- Full support for OpenGL(ES), Vulkan, DirectX 12 and Metal
- Compute shaders and storage buffers **on all platforms**
- Multi-windowing support
- True Headless Support (glfw, sdl, xlib etc. all **not** required)
- True Headless Support (glfw, sdl, xlib etc. are **not** required)
- Highly portable, rendering backend is discovered at runtime
- **Cons**
- Not as lightweight and ubiquitous as OpenGL
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