README.txt
author Ryan C. Gordon <icculus@icculus.org>
Wed, 11 Feb 2009 21:28:48 -0500
changeset 564 c669568326fb
parent 471 61f87c72e447
child 1189 9aaae21251bc
permissions -rw-r--r--
Reworked preprocessor newline management. My thought about the semicolon and assembly comments was a brain fart, newlines will have to go through to the assembler, and we'll just mirror Direct3D's preprocessor output behaviour in MOJOSHADER_preprocess() instead. This gets rid of the nasty insert_token nonsense, as an added benefit.

To use this in your project:

- Add mojoshader*.c and mojoshader*.h to your project.
- Compile mojoshader*.c
- If you don't have a C99-compliant compiler, like Microsoft Visual Studio,
  you'll need to compile the .c files as C++ to get them to build.
- If you don't have cmake to generate mojoshader_version.h, you can either
  add a blank file with that name, or add MOJOSHADER_NO_VERSION_INCLUDE to
  your preprocessor definitions.

// end of README.txt ...