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A language server and Visual Studio Code extension for Minecraft GLSL Shaders
glsllanguage-server-protocolminecraftminecraft-glsl-shadersopenglrust-language-servervisual-studio-code
.vscode | ||
src | ||
test | ||
.drone.yml | ||
.gitignore | ||
.vscodeignore | ||
CHANGELOG.md | ||
CONTRIBUTING.md | ||
LICENSE | ||
package-lock.json | ||
package.json | ||
README.md | ||
tsconfig.json | ||
tslint.json |
vscode-mc-shader
This is an extension for Visual Studio Code for developing Minecraft GLSL Shaders for Optifine. It currently provides linting and syntax highlighting (by stef-levesque/vscode-shader dependency).
Features
- Linting (unpolished)
- Syntax highlighting (by extension dependency)
Planned
- Support for
#includes
- Warnings for unused uniforms/varyings
- Some cool
DRAWBUFFERS
stuff - Auto-complete prompts
Got a feature request? Chuck it into an Issue!
Requirements
- Visual Studio Code (v1.17.0 or higher - untested)
- The Shader languages support for VS Code extension. This should automatically install when you install this extension
- The OpenGL / OpenGL ES Reference Compiler (for convenience, put it in your PATH, this is the assumed location if not specified). If, for some reason, you're using MacOS, there are no pre-compiled binaries of this.
- [Windows] An up to date version of Windows with Developer mode enabled for symlink support. (May not always work, I've gotten inconsistent results)
- [MacOS] Not MacOS. Not that you're making MC Shaders on/for MacOS anyways...right?
Extension Settings
mcglsl.glslangValidatorPath
: The path to the glslangValidator executable. If not provided, it assumes its in yourPATH
.
Contributing
Please see CONTRIBUTING.md.
Known Issues
I'll fill this in once this actually gets released.
Release Notes
None yet.