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VSIX Project that provides GLSL language integration. Includes syntax highlighting (default file extensions: glsl, frag, vert, geom, comp, tese, tesc), code completion (OpenGL 4.6 + identifiers in shader file), error tagging with squiggles and in error list (error list support is very alpha). For error tagging a separate OpenGL thread is used for shader compiling on the primary graphics card.
See the change log for changes and road map.
- Syntax highlighting (default file extensions:
glsl
,frag
,vert
,geom
,comp
,tese
,tesc
) Set color under Options (Fonts and Colors) - Code completion (OpenGL 4.6 keywords + all identifiers in shader file)
- Error tagging with squiggles and in error list (error list support is very alpha)
- Configurable (file extensions, code compilation, highlighting style)
- Controlling the extension with comments (see below)
The original idea is from Clocktown. The discussion can be found under #15.
When developing shaders, it is common to split one shader into multiple files, reuse files, and generally generate some parts of code in the application in order to make things easier.
Unfortunately, this does not go well with extensions like this that compile these files without any knowledge about what happens on the side of the application. One way around this are special comments //!
and //?
that are transformed into code before compiling.
Some examples:
//! #version 430
//! #define WORK_GROUP_SIZE 32
#include "/utils.glsl" //! #include "../include/utils.glsl"
compiles into
#version 430
#define WORK_GROUP_SIZE 32
#include "../include/utils.glsl"
Everything in the line in front of the //!
is removed and replaced by the code in the comment.
//!
is always expanded to code, while //?
is only expanded if the file being compiled has not been included, e.g.:
File A.glsl
//? #version 430 // Only expanded if this file is compiled directly, not when included in B.glsl
// Lots of utility functions
File B.glsl
//! #version 430
#include "/utils.glsl" //! #include "A.glsl"
Check out the contribution guidelines if you want to contribute to this project.
For cloning and building this project yourself, make sure to install the Extensibility Tools 2015 extension for Visual Studio which enables some features used by this project.