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-# slang
-Making it easier to work with shaders
+# Slang
+
+Slang is a library for compiling real-time shader code.
+It can be used with either existing HLSL or GLSL code, or with code written directly in Slang.
+The library provides a variety of services that application developers can use to put together the shader compilation workflow they want.
+
+Services provided by the Slang library include:
+
+* Slang can scan ordinary HLSL or GLSL code that neglects to include `register` or `layout` bindings and "rewrite" that code to include explicit bindings for all shader parameters. This lets you write simple and clean code, but still get deterministic binding locations.
+
+* Slang provides a full reflection API for shader parameters, with a uniform interface across HLSL, GLSL, and Slang. The reflection system does not silently drop unused/"dead" parameters, and it can even be used on libraries of shader code without compiling any entry points.
+
+* *Work in progress:* Slang supports cross-compilation of either HLSL or Slang code to GLSL.
+
+* You can directly get HLSL or GLSL source code as output from Slang, or you can let the library invoke lower-level code generation for you to get back DXBC or SPIR-V (DXIL support to come).
+
+## Documentation
+
+TODO
+
+## Getting Started
+
+TODO
+
+## Testing
+
+TODO
+
+## Contributing
+
+TODO
+
+## Contributors
+
+* Yong He
+* Haomin Long
+* Teguh Hofstee
+* Tim Foley