jme-Vulkan
jMonkeyEngine Hub
May 24, 2026
icyboxs:
> Of course, there is always the brute-force approach: maintaining two completely parallel shader codebases. One written strictly for Vulkan GLSL and another for OpenGL GLSL, with the engine selecting the appropriate material definition based on the active rendering API
Just my intuition - I would go in that direction. In the beginning the gap will be big then finally it will be completed with full Vulkan GLSL support. Maybe AI tools can assist in converting? If I understand correctly, the engine will work as usual, no breaking changes as long as you set it to use OpenGL GLSL mode. sounds good to me.
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