When developing an engine, how do generally engines handle shaders?Meaning when developing a good materials systems, how do engines handle shaders for different materials, lighting effects, animations, and various other operations?Do they seperate them into their own shaders? Such as if you had primitive shapes such as a Rectangle, Circle, Line, and Triangle. Would they be their own separated .glsl shader file? Where each shader file would handle materials diffferently that are specifically modified for these primitive shapes?In addition to these questions, when dealing with skyboxes, cubemaps, or sphere maps. Are these generally their own shaders as well? Which would there will be shader files such as skybox.glsl, environment.glsl, spheremap.glsl, etc?How are these thought of, when trying to make this work when developing an engine, at a much more large scale?
When developing an engine, how do generally engines handle shaders?
Meaning when developing a good materials systems, how do engines handle shaders for different materials, lighting effects, animations, and various other operations?
Do they seperate them into their own shaders? Such as if you had primitive shapes such as a Rectangle, Circle, Line, and Triangle. Would they be their own separated .glsl shader file? Where each shader file would handle materials diffferently that are specifically modified for these primitive shapes?
In addition to these questions, when dealing with skyboxes, cubemaps, or sphere maps. Are these generally their own shaders as well? Which would there will be shader files such as skybox.glsl, environment.glsl, spheremap.glsl, etc?
How are these thought of, when trying to make this work when developing an engine, at a much more large scale?
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