One of Vulkan’s biggest additions (compared to OpenGL) was the introduction of the SPIR-V intermediate representation for shaders. 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 language to valid SPIR-V with Vulkan semantics. Unlike OpenGL (except for GL_ARB_gl_spirv) this no longer confines you to use GLSL for writing Vulkan shaders. And while GLSL is still the primary language for my C...