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  "path": "/t/jme-vulkan/49551#post_10",
  "publishedAt": "2026-05-24T10:29:43.000Z",
  "site": "https://hub.jmonkeyengine.org",
  "textContent": "I’ve pushed the latest changes to GitHub, which resolve the earlier issues by adopting a fully dynamic pipeline input approach.\nLocation slots are now enabled dynamically based on the mesh feature mask, and everything is working correctly so far.\nNext, I need to find a clean way to abstract away the differences between OpenGL GLSL and Vulkan GLSL.\n\nThe renderer itself is largely complete at this point.\nI’m now moving into shader loading.\nDue to the significant differences between OpenGL and Vulkan GLSL, I plan to layer additional patches onto the existing material system.\nI’m not entirely sure if this is the right approach—it might actually make things worse—but I’ll give it a shot.\nI’ll keep this thread updated with the results of the experiment.",
  "title": "jme-Vulkan"
}