KhronosGroup / KhronosGroup/glslang

GLSL: Add a option to fix up clip space.

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#2,944 2 comments 0 reactions 1 assignee Claimed by @greg-lunarg View on GitHub
enhancement GLSL/ESSL HLSL SPIR-V
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C++
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Description

OpenGL uses the NDC with z of [-1, 1], and Vulkan, DirectX, Metal use the NDC with z of [0, 1].

When we want fix a vertex shader originally written for OpenGL, we can add an extra line:

```glsl
gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
```

Or generate SPIR-V code of this meaning.

[SPIRV-Cross has an option for it](https://github.com/KhronosGroup/SPIRV-Cross#clip-space-conventions).

Like #2936, I want use the same source code of shaders for OpenGL and Vulkan.

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