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condition/shader-minifier-tips.md
2021-03-17 11:11:42 +09:00

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# shader-minifier-tips.md
[shader_minifier](https://github.com/laurentlb/Shader_Minifier) is good. The behavior is kinda [jej](https://www.youtube.com/watch?v=Wjhhs6GcUx0) though.
This tips should cover all the tips you have to care when you are using shader_minifier.
## Precisions
It will be handled automatically in shader-minifier-loader.
It doesn't accept `precision <precision> <type>;` for some reasons.
There are a workaround that put `//[` and `//]` around the line (shoutouts to [davidar](https://github.com/laurentlb/Shader_Minifier/issues/8#issuecomment-401582088)):
```glsl
//[
precision highp float;
//]
```
### Error Examples
```
Parse error: Error in <path>: Ln: 5 Col: 17
precision highp float;
^
Expecting: '('
```
### Issues
- https://github.com/laurentlb/Shader_Minifier/issues/8
(issue)
## Preprocessor Branches
Preprocessor branching often triggers issues on minified output. Use with cares.
The branch below should be accepted without problems:
```glsl
vec3 func() {
vec3 ret;
#ifdef CONDITION
ret = vec3( 1.0 );
#else
ret = vec3( 0.0 );
#endif
return ret;
}
```
For more details, see these issues below.
### Error Examples
```
ERROR: 0:9: 'r' : undeclared identifier
ERROR: 0:9: 'constructor' : not enough data provided for construction
```
```
ERROR: 0:30: 'm' : variable expected
ERROR: 0:30: 'return' : function return is not matching type:
```
```
ERROR: 0:25: 'ifdef' : unexpected end of file found in conditional block
```
### Issues
- https://github.com/laurentlb/Shader_Minifier/issues/27
- https://github.com/laurentlb/Shader_Minifier/issues/28
## Overloading
I don't think overloading is not working properly for most of cases.
### Error Examples
```
ERROR: 0:11: 't' : no matching overloaded function found
ERROR: 0:11: '=' : dimension mismatch
ERROR: 0:11: 'assign' : cannot convert from 'highp 3-component vector of float' to 'highp float'
```
## Variable Declarations
Variable declarations with same types (especially, uniforms) should be done at once.
```glsl
// uh
uniform float uHoge;
uniform float uFuga;
uniform vec3 uFoo;
uniform float uBar;
// -> uniform float uHoge,uFuga;uniform vec3 uFoo;uniform float uBar;
// better
uniform float uHoge;
uniform float uFuga;
uniform float uBar;
uniform vec3 uFoo;
// -> uniform float uHoge,uFuga,uBar;uniform vec3 uFoo;
```
## Preprocessor Constants
Defining constants should be performed using `const` rather than `#define`.
```glsl
// no
const float PI = 3.14159265;
const float TAU = 6.283185307;
// -> const float PI = 3.14159265;
// const float TAU = 6.283185307;
// preferable
const float PI = 3.1415926535;
const float TAU = 6.283185307;
// -> const float e=3.14159,s=6.28319;
```
You might want to also avoid macros with arguments for the same reason.
## Hentai Preprocessors
You can't use your favorite `beat` preprocessor. damn.
```glsl
// won't compile
#define beat *60.0/BPM
t = mod( time, 2.0 beat );
// use this instead
const float BEAT = 60.0 / BPM;
t = mod( time, 2.0 * BEAT );
```
### Error Examples
```
int prog = int( mod( time.z / ( 8.0 beat ), 8.0 ) );
^
Expecting: infix operator, postfix operator, ',' or ';'
```