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README

      1 Overview
      2 ========
      3 
      4 SkSL ("Skia Shading Language") is a variant of GLSL which is used as Skia's 
      5 internal shading language. SkSL is, at its heart, a single standardized version
      6 of GLSL which avoids all of the various version and dialect differences found
      7 in GLSL "in the wild", but it does bring a few of its own changes to the table.
      8 
      9 Skia uses the SkSL compiler to convert SkSL code to GLSL, GLSL ES, or SPIR-V
     10 before handing it over to the graphics driver.
     11 
     12 Differences from GLSL
     13 =====================
     14 
     15 SkSL is based on GLSL 4.5. For the most part, write SkSL exactly as you would
     16 desktop GLSL, and the SkSL compiler will take care of version and dialect
     17 differences (for instance, you always use "in" and "out", and skslc will handle
     18 translating them to "varying" and "attribute" as appropriate). Be aware of the 
     19 following differences between SkSL and GLSL:
     20 
     21 * GLSL caps can be referenced via the syntax 'sk_Caps.<name>', e.g.
     22   sk_Caps.sampleVariablesSupport. The value will be a constant boolean or int,
     23   as appropriate. As SkSL supports constant folding and branch elimination, this
     24   means that an 'if' statement which statically queries a cap will collapse down
     25   to the chosen branch, meaning that:
     26 
     27     if (sk_Caps.externalTextureSupport)
     28         do_something();
     29     else
     30         do_something_else();
     31 
     32   will compile as if you had written either 'do_something();' or
     33   'do_something_else();', depending on whether that cap is enabled or not.
     34 * no #version statement is required, and will be ignored if present
     35 * the output color is sk_FragColor (do not declare it)
     36 * use sk_VertexID instead of gl_VertexID
     37 * the fragment coordinate is sk_FragCoord, and is always relative to the upper
     38   left.
     39 * lowp, mediump, and highp are always permitted (but will only be respected if 
     40   you run on a device which supports them)
     41 * you do not need to include ".0" to make a number a float (meaning that
     42   "vec2(x, y) * 4" is perfectly legal in SkSL, unlike GLSL where it would often
     43   have to be expressed "vec2(x, y) * 4.0". There is no performance penalty for 
     44   this, as the number is converted to a float at compile time)
     45 * type suffixes on numbers (1.0f, 0xFFu) are both unnecessary and unsupported
     46 * creating a smaller vector from a larger vector (e.g. vec2(vec3(1))) is
     47   intentionally disallowed, as it is just a wordier way of performing a swizzle.
     48   Use swizzles instead.
     49 * Use texture() instead of textureProj(), e.g. texture(sampler2D, vec3) is
     50   equivalent to GLSL's textureProj(sampler2D, vec3)
     51 * some built-in functions and one or two rarely-used language features are not
     52   yet supported (sorry!)
     53 
     54 SkSL is still under development, and is expected to diverge further from GLSL
     55 over time.
     56