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pjcozzi avatar pjcozzi commented on June 14, 2024

glTF is for OpenGL, OpenGL ES, and WebGL. Although, as the creators, we all have a WebGL bias, we should not impose these pseudo-shader-conventions.

The x- prefix in x-shader/x-fragment and x-shader/x-vertex are not useful in the content of glTF. These properties refer to other glTF properties. These are not psuedo-mime-types like how the x- names are conventionally used. They are equivalent to referencing a COLLADA id.

The names I proposed are widely used, but I now propose that VERTEX_SHADER and FRAGMENT_SHADER are better because they correspond directly to createShader, which is one of the GL functions that will be called to process this part of glTF.

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fabrobinet avatar fabrobinet commented on June 14, 2024

Gotcha. I was indeed biased by WebGL here. I'll update the converter / viewer shortly with this.

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pjcozzi avatar pjcozzi commented on June 14, 2024

OK, I'll update the spec and schema with VERTEX_SHADER and FRAGMENT_SHADER.

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pjcozzi avatar pjcozzi commented on June 14, 2024

Updated. 4668c12

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fabrobinet avatar fabrobinet commented on June 14, 2024

Updated 4b3fd4b

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fabrobinet avatar fabrobinet commented on June 14, 2024

@pjcozzi heads up: you were suggesting in #92 that FRAGMENT_SHADER and VERTEX_SHADER should be renamed, please re-check this issue for the original reason.

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pjcozzi avatar pjcozzi commented on June 14, 2024

I've reviewed this and still think we should prefer fragmentShader over FRAGMENT_SHADER, and vertexShader over VERTEX_SHADER.

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fabrobinet avatar fabrobinet commented on June 14, 2024

re-opening this then ;)

@pjcozzi it's fine with me too to name as you prefer. Please update the SPEC, I will take care of the code.

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pjcozzi avatar pjcozzi commented on June 14, 2024

Renamed in d47f6a3.

Changing issue label to converter.

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pjcozzi avatar pjcozzi commented on June 14, 2024

Actually I can't change the label right now due to some network issues.

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fabrobinet avatar fabrobinet commented on June 14, 2024

42dd815

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