Source: mojoshader Section: libs Priority: optional Maintainer: Yangfl Build-Depends: debhelper-compat (= 13), cmake, libgl-dev, libvulkan-dev, re2c, spirv-tools, libcryptx-perl, Rules-Requires-Root: no Standards-Version: 4.5.0 Homepage: https://icculus.org/mojoshader/ Vcs-Browser: https://salsa.debian.org/yangfl-guest/mojoshader Vcs-Git: https://salsa.debian.org/yangfl-guest/mojoshader.git Package: libmojoshader-dev Section: libdevel Architecture: any Multi-Arch: same Depends: ${misc:Depends}, libmojoshader0 (= ${binary:Version}) Description: library to move calls to Direct3D shaders to OpenGL (development files) MojoShader is a library to work with Direct3D shaders on alternate 3D APIs and non-Windows platforms. The primary motivation is moving shaders to OpenGL languages on the fly. The developer deals with "profiles" that represent various target languages, such as GLSL or ARB_*_program. . This allows a developer to manage one set of shaders, presumably written in Direct3D HLSL, and use them across multiple rendering backends. This also means that the developer only has to worry about one (offline) compiler to manage program complexity, while MojoShader itself deals with the reduced complexity of the bytecode at runtime. . MojoShader provides both a simple API to convert bytecode to various profiles, and (optionally) basic glue to rendering APIs to abstract the management of the shaders at runtime. . This package contains the header files and static library for libmojoshader0. Package: libmojoshader0 Architecture: any Depends: ${misc:Depends}, ${shlibs:Depends} Description: library to move calls to Direct3D shaders to OpenGL MojoShader is a library to work with Direct3D shaders on alternate 3D APIs and non-Windows platforms. The primary motivation is moving shaders to OpenGL languages on the fly. The developer deals with "profiles" that represent various target languages, such as GLSL or ARB_*_program. . This allows a developer to manage one set of shaders, presumably written in Direct3D HLSL, and use them across multiple rendering backends. This also means that the developer only has to worry about one (offline) compiler to manage program complexity, while MojoShader itself deals with the reduced complexity of the bytecode at runtime. . MojoShader provides both a simple API to convert bytecode to various profiles, and (optionally) basic glue to rendering APIs to abstract the management of the shaders at runtime.