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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 often |
- 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) |
-* type suffixes on numbers (1.0f, 0xFFu) are both unnecessary and unsupported |
-* 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. |