FShade.GLSL
5.7.11
dotnet add package FShade.GLSL --version 5.7.11
NuGet\Install-Package FShade.GLSL -Version 5.7.11
<PackageReference Include="FShade.GLSL" Version="5.7.11" />
<PackageVersion Include="FShade.GLSL" Version="5.7.11" />
<PackageReference Include="FShade.GLSL" />
paket add FShade.GLSL --version 5.7.11
#r "nuget: FShade.GLSL, 5.7.11"
#:package FShade.GLSL@5.7.11
#addin nuget:?package=FShade.GLSL&version=5.7.11
#tool nuget:?package=FShade.GLSL&version=5.7.11
F# embedded shaders
| Product | Versions Compatible and additional computed target framework versions. |
|---|---|
| .NET | net5.0 was computed. net5.0-windows was computed. net6.0 was computed. net6.0-android was computed. net6.0-ios was computed. net6.0-maccatalyst was computed. net6.0-macos was computed. net6.0-tvos was computed. net6.0-windows was computed. net7.0 was computed. net7.0-android was computed. net7.0-ios was computed. net7.0-maccatalyst was computed. net7.0-macos was computed. net7.0-tvos was computed. net7.0-windows was computed. net8.0 was computed. net8.0-android was computed. net8.0-browser was computed. net8.0-ios was computed. net8.0-maccatalyst was computed. net8.0-macos was computed. net8.0-tvos was computed. net8.0-windows was computed. net9.0 was computed. net9.0-android was computed. net9.0-browser was computed. net9.0-ios was computed. net9.0-maccatalyst was computed. net9.0-macos was computed. net9.0-tvos was computed. net9.0-windows was computed. net10.0 was computed. net10.0-android was computed. net10.0-browser was computed. net10.0-ios was computed. net10.0-maccatalyst was computed. net10.0-macos was computed. net10.0-tvos was computed. net10.0-windows was computed. |
| .NET Core | netcoreapp2.0 was computed. netcoreapp2.1 was computed. netcoreapp2.2 was computed. netcoreapp3.0 was computed. netcoreapp3.1 was computed. |
| .NET Standard | netstandard2.0 is compatible. netstandard2.1 was computed. |
| .NET Framework | net461 was computed. net462 was computed. net463 was computed. net47 was computed. net471 was computed. net472 was computed. net48 was computed. net481 was computed. |
| MonoAndroid | monoandroid was computed. |
| MonoMac | monomac was computed. |
| MonoTouch | monotouch was computed. |
| Tizen | tizen40 was computed. tizen60 was computed. |
| Xamarin.iOS | xamarinios was computed. |
| Xamarin.Mac | xamarinmac was computed. |
| Xamarin.TVOS | xamarintvos was computed. |
| Xamarin.WatchOS | xamarinwatchos was computed. |
-
- Aardvark.Base (>= 5.3.18 && < 5.4.0)
- Aardvark.Base.FSharp (>= 5.3.18 && < 5.4.0)
- FShade.Core (= 5.7.11)
- FShade.Imperative (= 5.7.11)
- FSharp.Core (>= 8.0.100)
NuGet packages (20)
Showing the top 5 NuGet packages that depend on FShade.GLSL:
| Package | Downloads |
|---|---|
|
Aardvark.Base.Rendering
Aardvark is an open-source platform for visual computing, real-time graphics and visualization. |
|
|
Aardvark.Application
Aardvark is an open-source platform for visual computing, real-time graphics and visualization. |
|
|
FShade
F# embedded shaders |
|
|
Aardvark.SceneGraph
Aardvark is an open-source platform for visual computing, real-time graphics and visualization. |
|
|
Aardvark.Application.WinForms
Aardvark is an open-source platform for visual computing, real-time graphics and visualization. |
GitHub repositories
This package is not used by any popular GitHub repositories.
| Version | Downloads | Last Updated |
|---|---|---|
| 5.7.11 | 0 | 6/23/2026 |
| 5.7.10 | 0 | 6/23/2026 |
| 5.7.9 | 20,303 | 5/27/2026 |
| 5.7.8 | 148 | 5/25/2026 |
| 5.7.7 | 151 | 5/24/2026 |
| 5.7.6 | 147 | 5/24/2026 |
| 5.7.5 | 196 | 5/13/2026 |
| 5.7.4 | 567 | 4/27/2026 |
| 5.7.3 | 2,999 | 4/7/2026 |
| 5.7.2 | 191 | 3/19/2026 |
| 5.7.1 | 263 | 1/21/2026 |
| 5.7.0 | 12,625 | 11/12/2025 |
| 5.7.0-prerelease0014 | 1,621 | 10/9/2025 |
| 5.7.0-prerelease0013 | 267 | 7/29/2025 |
| 5.7.0-prerelease0012 | 3,132 | 7/28/2025 |
| 5.7.0-prerelease0011 | 661 | 7/22/2025 |
| 5.7.0-prerelease0010 | 628 | 7/22/2025 |
| 5.7.0-prerelease0009 | 655 | 7/22/2025 |
| 5.7.0-prerelease0008 | 640 | 7/22/2025 |
| 5.7.0-prerelease0007 | 628 | 7/22/2025 |
- GLSL: every truly UNBOUNDED uniform (sampler/image array with `cnt = -1`, or `T[][]` storage-buffer array) now lands in its OWN descriptor set. Vulkan's `VK_EXT_descriptor_indexing` requires that the binding declared with `VARIABLE_DESCRIPTOR_COUNT_BIT` is the LAST binding in its set (spec VUID 03004). When multiple unbounded arrays shared one set, only one could be true variable-count; the others silently fell back to a fixed-capacity reserve. NVIDIA tolerated this; AMD/RADV did not — degrading bindless heap paths to slow / undefined behaviour. The fix splits each unbounded uniform into a single-field group with a freshly allocated descriptor set; fixed-size uniforms keep the shared-set grouping.