What problem does it solve?
Rendiation shader EDSL users need a reliable, reusable reference for wiring vertex and fragment stages into a correct graphics pipeline with consistent semantics and resource bindings.
Core Features & Use Cases
- Vertex/Fragment Pipeline Construction: Create end-to-end render passes by implementing
GraphicsShaderProvider and configuring ShaderRenderPipelineBuilder stages.
- Semantic-Driven I/O: Define vertex inputs/outputs and access fragment inputs via built-in and custom semantics, including interpolation between stages.
- Resource Binding & Outputs: Bind textures/samplers and other GPU resources, then write fragment outputs (including multi-render targets) using common shader “recipes” like sampling, uniform access, and deferred-style MRT.
Quick Start
Use the shader-edsl-graphics reference to implement a GraphicsShaderProvider that defines a vertex stage reading geometry semantics, a fragment stage sampling a bound texture using FragmentUv, and a fragment output written to slot 0.