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| -Overview | 
| -======== | 
| - | 
| -SkSL ("Skia Shading Language") is a variant of GLSL which is used as Skia's | 
| -internal shading language. SkSL is, at its heart, a single standardized version | 
| -of GLSL which avoids all of the various version and dialect differences found | 
| -in GLSL "in the wild", but it does bring a few of its own changes to the table. | 
| - | 
| -Skia uses the SkSL compiler to convert SkSL code to GLSL, GLSL ES, or SPIR-V | 
| -before handing it over to the graphics driver. | 
| - | 
| -Differences from GLSL | 
| -===================== | 
| - | 
| -SkSL is based on GLSL 4.5. For the most part, write SkSL exactly as you would | 
| -desktop GLSL, and the SkSL compiler will take care of version and dialect | 
| -differences (for instance, you always use "in" and "out", and skslc will handle | 
| -translating them to "varying" and "attribute" as appropriate). Be aware of the | 
| -following differences between SkSL and GLSL: | 
| - | 
| -* no #version or "precision" statement is required, and they will be ignored if | 
| -  present | 
| -* the output color is sk_FragColor (do not declare it) | 
| -* lowp, mediump, and highp are always permitted (but will only be respected if | 
| -  you run on a GLES device) | 
| -* you do not need to include ".0" to make a number a float (meaning that | 
| -  "vec2(x, y) * 4" is perfectly legal in SkSL, unlike GLSL where it would have | 
| -  to be expressed "vec2(x, y) * 4.0". There is no performance penalty for this, | 
| -  as the number is converted to a float at compile time) | 
| -* some built-in functions and one or two rarely-used language features are not | 
| -  yet supported (sorry!) | 
| - | 
| -SkSL is still under development, and is expected to diverge further from GLSL | 
| -over time. | 
|  |