FShade 5.7.11
dotnet add package FShade --version 5.7.11
NuGet\Install-Package FShade -Version 5.7.11
<PackageReference Include="FShade" Version="5.7.11" />
<PackageVersion Include="FShade" Version="5.7.11" />
<PackageReference Include="FShade" />
paket add FShade --version 5.7.11
#r "nuget: FShade, 5.7.11"
#:package FShade@5.7.11
#addin nuget:?package=FShade&version=5.7.11
#tool nuget:?package=FShade&version=5.7.11
F# embedded shaders
Learn more about Target Frameworks and .NET Standard.
-
- FShade.Core (= 5.7.11)
- FShade.GLSL (= 5.7.11)
- FShade.Imperative (= 5.7.11)
- FShade.SpirV (= 5.7.11)
NuGet packages (6)
Showing the top 5 NuGet packages that depend on FShade:
| Package | Downloads |
|---|---|
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Aardvark.Rendering.GL
Aardvark is an open-source platform for visual computing, real-time graphics and visualization. |
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Aardvark.Rendering.Vulkan
Aardvark is an open-source platform for visual computing, real-time graphics and visualization. |
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Aardvark.Application.Slim
Aardvark is an open-source platform for visual computing, real-time graphics and visualization. |
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Aardvark.Application.Slim.GL
Aardvark is an open-source platform for visual computing, real-time graphics and visualization. |
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Aardvark.Application.Slim.Vulkan
Aardvark is an open-source platform for visual computing, real-time graphics and visualization. |
GitHub repositories
This package is not used by any popular GitHub repositories.
| Version | Downloads | Last Updated |
|---|---|---|
| 5.7.11 | 0 | 6/23/2026 |
| 5.7.10 | 0 | 6/23/2026 |
| 5.7.9 | 10,896 | 5/27/2026 |
| 5.7.8 | 149 | 5/25/2026 |
| 5.7.7 | 141 | 5/24/2026 |
| 5.7.6 | 138 | 5/24/2026 |
| 5.7.5 | 201 | 5/13/2026 |
| 5.7.4 | 327 | 4/27/2026 |
| 5.7.3 | 2,192 | 4/7/2026 |
| 5.7.2 | 244 | 3/19/2026 |
| 5.7.1 | 349 | 1/21/2026 |
| 5.7.0 | 6,457 | 11/12/2025 |
| 5.7.0-prerelease0014 | 1,342 | 10/9/2025 |
| 5.7.0-prerelease0013 | 478 | 7/29/2025 |
| 5.7.0-prerelease0012 | 1,983 | 7/28/2025 |
| 5.7.0-prerelease0011 | 899 | 7/22/2025 |
| 5.7.0-prerelease0010 | 856 | 7/22/2025 |
| 5.7.0-prerelease0009 | 861 | 7/22/2025 |
| 5.7.0-prerelease0008 | 889 | 7/22/2025 |
| 5.7.0-prerelease0007 | 840 | 7/22/2025 |
- GLSL: every truly UNBOUNDED uniform (sampler/image array with `cnt = -1`, or `T[][]` storage-buffer array) now lands in its OWN descriptor set. Vulkan's `VK_EXT_descriptor_indexing` requires that the binding declared with `VARIABLE_DESCRIPTOR_COUNT_BIT` is the LAST binding in its set (spec VUID 03004). When multiple unbounded arrays shared one set, only one could be true variable-count; the others silently fell back to a fixed-capacity reserve. NVIDIA tolerated this; AMD/RADV did not — degrading bindless heap paths to slow / undefined behaviour. The fix splits each unbounded uniform into a single-field group with a freshly allocated descriptor set; fixed-size uniforms keep the shared-set grouping.