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XShader(XSR) - custom shading language translateable to HLSL and GLSL

#[CAUTION] : This is a "pre-beta" project that is still in development.

Example minamal vertex shader:

[XSR]

attribute vec3f a_pos : a_position;

uniform mat4f projView;
uniform mat4f world;

void main() {
	vec4f worldPos = world * vec4f(a_pos, 1.0);
	xsr_VertexOut = projView * worldPos;
}

Looks in:

//-----------------------------------------------------
// [HLSL]
uniform float4x4 projView;
uniform float4x4 world;
struct XSR_SHADER_RESULT  {
  float4 xsr_VertexOut : SV_Position;

}
;
XSR_SHADER_RESULT main(float3 a_pos : a_position) {
  XSR_SHADER_RESULT XSR_shader_result;
  float4 worldPos=mul(world, float4(a_pos, 1.0));
  XSR_shader_result.xsr_VertexOut = mul(projView, worldPos);
  return XSR_shader_result;

}

//-----------------------------------------------------
// [GLSL]
attribute vec3 a_position;
uniform mat4 projView;
uniform mat4 world;
void main() {
  vec4 worldPos=world * vec4(a_position, 1.0);
  gl_Position = projView * worldPos;
}

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