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|  | 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 * no #version or "precision" statement is required, and they will be ignored if | 
|  | 22   present | 
|  | 23 * the output color is sk_FragColor (do not declare it) | 
|  | 24 * lowp, mediump, and highp are always permitted (but will only be respected if | 
|  | 25   you run on a GLES device) | 
|  | 26 * you do not need to include ".0" to make a number a float (meaning that | 
|  | 27   "vec2(x, y) * 4" is perfectly legal in SkSL, unlike GLSL where it would often | 
|  | 28   have to be expressed "vec2(x, y) * 4.0". There is no performance penalty for | 
|  | 29   this, as the number is converted to a float at compile time) | 
|  | 30 * type suffixes on numbers (1.0f, 0xFFu) are both unnecessary and unsupported | 
|  | 31 * some built-in functions and one or two rarely-used language features are not | 
|  | 32   yet supported (sorry!) | 
|  | 33 | 
|  | 34 SkSL is still under development, and is expected to diverge further from GLSL | 
|  | 35 over time. | 
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