glsl_analyzer
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Linting and GLSLANG integration
Hi y'all! I recently started a similar project because I noticed that GLSL didn't have good language integration into VSCode. Language stuff isn't my forte, so I forked a project to get to where I am at now, which is a very minimally working language server, along side a minimal language server vscode extension which I achieved by paying a friend of mine to develop. But it looks like you guys are much more experienced or at least knowledgeable on this subject so I wanted to see if there's anything I can do to assist in the development of this LSP and extension.
One thing my project has is support for compiling via glslang, making compilation errors show up directly in the editor. I would be willing to looking into integrating such a feature into your project, since yours seems much more featureful. I recently spent some time learning Zig, so that's a nice coincidence 😅. I'd love it if I could have an editor that integrates with my Vulkan abstraction in such a way that the same GLSLANG compile commands that are used for compiling shaders in-engine are also used by the extension to show compilation errors, and so they know include paths and such.
Great work on this extension!!