SL# is a runtime IL-to-GLSL/HLSL translation engine, written in pure C#. It takes the compiled IL of a shader definition written in a managed language (usually C#), and generates GLSL or HLSL shader code from it. The shader code is automatically uploaded to the GPU, and you can use the shader object as any other object in .NET. Shaders can have properties that map directly to uniform and varying variables in the GLSL/HLSL code, allowing you to easily interact with your GPU code from the CPU.
Please note that SL# is currently a very experimental library. The syntax and usage may be subject to change at any time, as we further research what design is the most sane for the project.
There are quite a few advantages to this approach:
SL# currently depends on Mono.Cecil, ICSharpCode.NRefactory, ICSharpCode.Decompiler, as well as additional dependencies for the bindings.
Please report any issues on the GitHub issue tracker.
Known problems:
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