The Vulkan API requires us to provide shaders in the form of SPIR-V assemblies. It is a binary, intermediate representation, so writing it manually is a very hard and cumbersome task. It is much easier and quicker to write shader programs in a high-level shading language such as GLSL. After that we just need to convert them into a SPIR-V form using the glslangValidator tool.
Converting GLSL shaders to SPIR-V assemblies
How to do it...
- Download and install the Vulkan SDK (refer to the Downloading Vulkan SDK recipe from Chapter 1, Instance and Devices).
- Open the command prompt/terminal and go to the folder which contains shader files that should be converted.
- To convert a GLSL shader stored in the <input> file into a SPIR-V assembly stored in the <output...