i've eventually started doing shaders (something i wanted to do years ago ).
so now i wonder if there is a way to make shaders portable between e.g. open gl, directx, some software renderer, ....
is there a standard?
as far as ive understood this, you can specify a shader by some source file/string and then compile it.
so my questions are basically:
is there a standard already for the source language?
or is there at least a standard for the format of the compiled shader?
also those of you who have done shaders in both, opengl and directx: is access to those uniform variables similar? or are there major differences?
if you know some good links, plz give me some.
the reason i ask this, is because i want to write my own render-device class, which abstracts from the actual lib used (so opengl and directx). it is pretty easy to do so for textures, vertex buffers and index buffers, but since i have basically no experience with shaders (xept that they are basically ordinary assembler programs) i'm not sure, of how complex it is to make up an interface which works well with both apis (and possibly others)