Posts tagged with 'GLSL ES'

Though OpenGL is cross platform, and also has variations of it like OpenGL ES for embedded systems and mobiles, and WebGL for the HTML5 web platform, there are still differences on the shading languages they use. This means that we have to write a separate shader with changing syntax which does the same operation. Well, this post is about how we can abstract away these differences.

Recently I’ve been thinking on how to make SilenceEngine more awesome by writing a new API and as well as multiple backends, and today I’m presenting you the ideas I’m having regarding the shaders, an important part in programming graphics.

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