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Moved shaders to prism lang #821

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KiritoDv
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@KiritoDv KiritoDv commented Feb 15, 2025

This PR ports the shader files to use prism which is a preprocessor so we can store them on otrs that can be modified by ports

@briaguya-ai
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made an soh testing PR here: HarbourMasters/Shipwright#5067

it's using a branch on my fork (as of writing this one is 4 commits behind main so i just pulled main into the branch on my fork) - i'll gladly update the submodule ref on the testing PR once this is up to date with main

@garrettjoecox
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One thing I want to call out here is that extremely minor changes to the shader code over the past 3 years have fixed long-standing visual accuracy issues. We really need to be 1000% confident that the converted prism files are 1:1 exactly (or more hardware accurate) with the shaders they are replacing

@larsy1995
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Quick question, is this going to help with enabling shader precompilation or is this for something else entirely? I couldn't find much information about prism in my quick google search.

@KiritoDv
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@larsy1995 Prism is a preprocessor made by me and a friend, the issue we are trying to solve is that shaders are hardcoded and made on a way that its hard to modify, so we moved them to the game's o2r

@larsy1995
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Ah, I see I see. Currently macOS is suffering from shader compilation stutters on Metal and I wondered if this could be a step in the right direction to set up a precompiler.

@garrettjoecox
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Did a run through on 2ship and 1ship and verified all historical shader issues I'm aware of have not regressed. Nice work

@MegaMech MegaMech mentioned this pull request Feb 23, 2025
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4 participants