{"action":"opened","issue":{"url":"https://api.github.com/repos/FNA-XNA/FNA/issues/63","repository_url":"https://api.github.com/repos/FNA-XNA/FNA","labels_url":"https://api.github.com/repos/FNA-XNA/FNA/issues/63/labels{/name}","comments_url":"https://api.github.com/repos/FNA-XNA/FNA/issues/63/comments","events_url":"https://api.github.com/repos/FNA-XNA/FNA/issues/63/events","html_url":"https://github.com/FNA-XNA/FNA/issues/63","id":182068451,"number":63,"title":"Runtime Shaders implementation.","user":{"login":"Fenrisus","id":3074538,"avatar_url":"https://avatars.githubusercontent.com/u/3074538?v=3","gravatar_id":"","url":"https://api.github.com/users/Fenrisus","html_url":"https://github.com/Fenrisus","followers_url":"https://api.github.com/users/Fenrisus/followers","following_url":"https://api.github.com/users/Fenrisus/following{/other_user}","gists_url":"https://api.github.com/users/Fenrisus/gists{/gist_id}","starred_url":"https://api.github.com/users/Fenrisus/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/Fenrisus/subscriptions","organizations_url":"https://api.github.com/users/Fenrisus/orgs","repos_url":"https://api.github.com/users/Fenrisus/repos","events_url":"https://api.github.com/users/Fenrisus/events{/privacy}","received_events_url":"https://api.github.com/users/Fenrisus/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":0,"created_at":"2016-10-10T17:17:43Z","updated_at":"2016-10-10T17:17:43Z","closed_at":null,"body":"1) Why not additional runtime shader compilation support, via MojoShader on Windows/Linux/Mac platforms?\r\n2)How about this? https://blogs.msdn.microsoft.com/chuckw/2012/05/07/hlsl-fxc-and-d3dcompile/\r\n3)How about GLSL shaders compilation & support? (for example, how compile them without pipeline and DirectX tool?)\r\n\r\nIn fact - d3d9 compiler is outdated(but still usefull), but there is some things with shaders on FNA without using content pipeline. How about something like MGFX (but, oh no, don't back to it!) but more light & clean based on Mojoshader & SDL2?\r\n\r\nCompatibility with XNA 4.0 is should be, but nowadays on our reality, imho we need something more and more flexible than install Game Studio or download DirectX **C++** (not C# mainly) SDK for development games on C# with XNA 4.0 **coding** API.  On my vision (just my vision) main feature is coding API, content management implementation - is just all about processing game content. Guess nothing will happens if something like Effect.CompileEffectFromSource() is back from XNA 3.0 (those function has been removed just because XBox does not support runtime shader compilation - stupid MS reason for remove them **for all platforms** and move those to EffectProcessor inside their pipeline. (if following their logic, why not remove Texture2D.FromFile? haha) ).\r\n\r\nThat will be great, if FNA going to more flexible way on that direction. Maybe in long time future, but that will be really nice to see those feature on FNA.\r\n"}}
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