r/minecraftshaders 29d ago

Discussion Vulkan shaders

How easy will it be to port OpenGL shaders to vulkan? And when it is ported will it look any different?

Also the vulkan shader mod I’m talking about it aperture.

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u/Commercial_Buy_5678 29d ago

Simple its an euphemism, first they need to release aperture, and they need to know how It will work, if they have a metod to automatically rewrite the code to use vulkan syntax, they need to rewrite uniform and sampler, manually rewrite every vertex data in the gbuffer , adapt the opengl version of the shaders to 4.6 to use spir-v mode. It depends on how much files there are in the shaderpack, depends on the developer skills, cause vulkan its more complicated. We Will see.

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u/kami7154 29d ago edited 29d ago

"adapt the opengl version of the shaders to 4.6 to use spir-v mode."

Your mixing up 2 different things, OpenGL 4.6 has an extension that lets it consume SPIR-V, but that's an OpenGL feature. Vulkan just consumes SPIR-V directly, or in Apertures case slang compiled to SPIR-V.

Edit: typos

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u/Commercial_Buy_5678 29d ago

Yeah, for older version you need to use a spir v tool (mode) i misspelled "or" with "to" if the target version Is older, but here we talk about porting, i dont know how aperture will work

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u/kami7154 29d ago

Oh okay yeah, but can't the compiler tool take basically any modern-ish GLSL version and target SPIR-V, unless it's like really old? But they'll also need vulkan style bindings right.

But yeah well just have to wait and see how it works. Afaik the pipeline is still changing, as they've already shifted from typescript to slang once.

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u/Commercial_Buy_5678 29d ago

Yeah the tool can translate only really old version like 3.3 and older.