{"id":13731934,"url":"https://github.com/aras-p/hlsl2glslfork","last_synced_at":"2025-05-15T07:04:59.056Z","repository":{"id":1504725,"uuid":"1760351","full_name":"aras-p/hlsl2glslfork","owner":"aras-p","description":"HLSL to GLSL language translator based on ATI's HLSL2GLSL. 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Unity has moved to a different\n\u003e shader compilation pipeline. So from my side there won't be significant work done on it.\n\u003e You might want to look into [glslang](https://github.com/KhronosGroup/glslang),\n\u003e [DirectXShaderCompiler](https://github.com/microsoft/DirectXShaderCompiler) + [SPIRV-Cross](https://github.com/KhronosGroup/SPIRV-Cross),\n\u003e [HLSLParser](https://github.com/Thekla/hlslparser) or\n\u003e [HLSLcc](https://github.com/strandborg/HLSLcc\n\u003e instead. :warning:\n\nDX9 style HLSL in, GLSL / GLSL ES out.\n\nA continued development from [ATI's HLSL2GLSL](https://sourceforge.net/projects/hlsl2glsl/), with preprocessor code based on\n[mojoshader](https://icculus.org/mojoshader/). I'm changing it to make it work for [Unity's](https://unity.com/) use cases;\nmight totally not work for yours!\n\nFor an opposite tool (GLSL ES to HLSL translator), look at [Google's ANGLE](https://github.com/google/angle).\n\nSee badly maintained [change log](Changelog.md).\n\n\nNotes\n--------\n\n* Only Direct3D 9 style HLSL is supported. No Direct3D 10/11 \"template like\" syntax, no geometry/tesselation/compute shaders, no abstract interfaces.\n* Platform support:\n\t* Windows via Visual Studio 2022 (`hlslang.sln`).\n\t* Mac via Xcode 15 (`hlslang.xcodeproj`).\n\t* Other platforms may or might not work. Some people have contributed CMake build scripts, but I am not maintaining them.\n* On Windows, the library is built with `_HAS_ITERATOR_DEBUGGING=0,_SECURE_SCL=0` defines, which affect MSVC's STL behavior. If this does not match defines in your application, _totally strange_ things can start to happen!\n* The library is not currently thread-safe.\n\n\nStatus\n--------\n\nUsed in Unity and bitsquid engines, and some other studios -- seems to work quite ok.\n\nSupport for DX11 features might or might not get added due to the bad condition the original code is in (very obscure and inefficient),\ninstead maybe a new cross-compiler will be made. Someday. Maybe.\n\nNo optimizations are performed on the generated GLSL, so it is expected that your platform will have a decent GLSL compiler.\nOr, use [GLSL Optimizer](https://github.com/aras-p/glsl-optimizer), at Unity we use it to optimize shaders produced by HLSL2GLSL;\ngives a substantial performance boost on mobile platforms.\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Faras-p%2Fhlsl2glslfork","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Faras-p%2Fhlsl2glslfork","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Faras-p%2Fhlsl2glslfork/lists"}