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| -Overview
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| -========
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| -
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| -SkSL ("Skia Shading Language") is a variant of GLSL which is used as Skia's
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| -internal shading language. SkSL is, at its heart, a single standardized version
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| -of GLSL which avoids all of the various version and dialect differences found
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| -in GLSL "in the wild", but it does bring a few of its own changes to the table.
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| -
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| -Skia uses the SkSL compiler to convert SkSL code to GLSL, GLSL ES, or SPIR-V
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| -before handing it over to the graphics driver.
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| -
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| -Differences from GLSL
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| -=====================
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| -
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| -SkSL is based on GLSL 4.5. For the most part, write SkSL exactly as you would
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| -desktop GLSL, and the SkSL compiler will take care of version and dialect
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| -differences (for instance, you always use "in" and "out", and skslc will handle
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| -translating them to "varying" and "attribute" as appropriate). Be aware of the
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| -following differences between SkSL and GLSL:
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| -
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| -* no #version or "precision" statement is required, and they will be ignored if
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| - present
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| -* the output color is sk_FragColor (do not declare it)
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| -* lowp, mediump, and highp are always permitted (but will only be respected if
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| - you run on a GLES device)
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| -* you do not need to include ".0" to make a number a float (meaning that
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| - "vec2(x, y) * 4" is perfectly legal in SkSL, unlike GLSL where it would often
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| - have to be expressed "vec2(x, y) * 4.0". There is no performance penalty for
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| - this, as the number is converted to a float at compile time)
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| -* type suffixes on numbers (1.0f, 0xFFu) are both unnecessary and unsupported
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| -* some built-in functions and one or two rarely-used language features are not
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| - yet supported (sorry!)
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| -
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| -SkSL is still under development, and is expected to diverge further from GLSL
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| -over time.
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|