Works for me, but might wipe your harddisk.
Takes a glsl shader, removes white space, comments, etc, and replaces symbols/identifiers/type names by shorter ones that compress better.
I got tired of installing mono to get shader-minifier working, and needed something that I could embedd into my tools.
Because. And I want to learn rust.
And it's portable, and fast, and future proof.
cargo run --help
cargo run -- --input shader.glsl --output shader_crushed.glsl
Use --blacklist "dont,crush,these"
or
// code
#pragma SHADER_CRUSHER_OFF
// code
#pragma SHADER_CRUSHER_ON
// code
to keep certain identifiers untouched, e.g. uniforms that you need to resolve externaly. Keywords, built-in functions, and 'main' are automatically blacklisted.
From C/C++
shader_crusher::ShaderCrusher* pShaderCrusher = shader_crusher::shadercrusher_new();
shader_crusher::shadercrusher_set_input( pShaderCrusher, fragmentString.c_str() );
shader_crusher::shadercrusher_crush( pShaderCrusher );
char* pOutput = shader_crusher::shadercrusher_get_ouput( pShaderCrusher );
fragmentString = std::string( pOutput );
shader_crusher::shadercrusher_free_ouput( pShaderCrusher, pOutput );
shader_crusher::shadercrusher_free( pShaderCrusher );
Don't forget do include the cbindgen generated header file, and link against the lib.
I only used it on my shaders so far, but on average the crushed size is 60%, or 40% if you further compress (e.g. with UPX/Crinkler/kkrunchy).
(because I want it)
- Allow blacklist via c-api.
- Add revalidation of output.
- Run against piglet suite.
- CI system with testing
(aka not going to happen anytime soon)
- Dead code removal
- Smart replacement of repeated blocks
- Multishader passes for smart extraction of shared code
- Run this against your shader, and see if it breaks anything, and what compression ratio you get.
- Fix #52 in the glsl crate (too many braces).
Fix #110 in the glsl crate (whitespace in defines).- The swizzling blacklist is totally wrong, but gets the job done for now.
- '#define's could be fixed, but I was lazy.