A new shading language enters the ring Unlike other 3D graphics apis, Vulkan did decouple human readable shaders from the api using SPIR-V as an intermediate representation. This makes it possible to use different shader language front-ends for writing your shaders, with the only requirement being to be able to compile that shading language to valid SPIR-V with Vulkan semantics. This opens up Vulkan for shading languages other than glsl and made it possible to also add hlsl to most of my samp...