kburkhart84
Firehammer Games
I had a thought...why can't we create vertex and fragment shaders separately? For example, if I were to create shaders for animated 3d models, I might want several different types. I would possibly want both vertex skinning animation and skeletal animation, which means 2 different vertex shaders, plus another one that is meant for static meshes. Then I might want more than 1 fragment shader. Now, even if I only want 1 fragment shader but the three different vertex shaders, I have to have 3 different shader resources. If I want to create a different fragment shader, I then have to create them in triplets to go with the 3 vertex shaders.
So, the best thing would be to have separate resources for vertex and fragment shaders instead. This way, we could mix/match things directly without having to have duplicate code anywhere. What do you guys think?
So, the best thing would be to have separate resources for vertex and fragment shaders instead. This way, we could mix/match things directly without having to have duplicate code anywhere. What do you guys think?