# Danger - Status Works for me, but might wipe your harddisk. ![Windows Status](https://github.com/AndreasOM/shader-crusher/workflows/Rust-Windows/badge.svg) ![MacOS Status](https://github.com/AndreasOM/shader-crusher/workflows/Rust-MacOS/badge.svg) ![Linux Status](https://github.com/AndreasOM/shader-crusher/workflows/Rust-Linux/badge.svg) # What? Takes a glsl shader, removes white space, comments, etc, and replaces symbols/identifiers/type names by shorter ones that compress better. # Why? I got tired of installing mono to get shader-minifier working, and needed something that I could embedd into my tools. # Why rust? Because. And I want to learn rust. And it's portable, and fast, and future proof. # Usage ## Commandline ``` cargo run --help cargo run -- --input shader.glsl --output shader_crushed.glsl ``` Use ```--blacklist "dont,crush,these"``` or ```glsl // code #pragma SHADER_CRUSHER_OFF // code #pragma SHADER_CRUSHER_ON // code ``` to keep certain identifiers untouched, e.g. uniforms that you need to resolve externaly. Keywords, built-in functions, and 'main' are automatically blacklisted. ## Embedded/Linked From C/C++ ```c++ shader_crusher::ShaderCrusher* pShaderCrusher = shader_crusher::shadercrusher_new(); shader_crusher::shadercrusher_set_input( pShaderCrusher, fragmentString.c_str() ); shader_crusher::shadercrusher_crush( pShaderCrusher ); char* pOutput = shader_crusher::shadercrusher_get_ouput( pShaderCrusher ); fragmentString = std::string( pOutput ); shader_crusher::shadercrusher_free_ouput( pShaderCrusher, pOutput ); shader_crusher::shadercrusher_free( pShaderCrusher ); ``` Don't forget do include the cbindgen generated header file, and link against the lib. # Stats I only used it on my shaders so far, but on average the crushed size is 60%, or 40% if you further compress (e.g. with UPX/Crinkler/kkrunchy). # Soon (because I want it) - Allow blacklist via c-api. - Add revalidation of output. - Run against piglet suite. - CI system with testing # Future (aka not going to happen anytime soon) - Dead code removal - Smart replacement of repeated blocks - Multishader passes for smart extraction of shared code # Help - Run this against your shader, and see if it breaks anything, and what compression ratio you get. - Fix [#52](https://github.com/phaazon/glsl/issues/52) in the glsl crate (too many braces). - ~~Fix [#110](https://github.com/phaazon/glsl/issues/110) in the glsl crate (whitespace in defines).~~ - The swizzling blacklist is totally wrong, but gets the job done for now. - '#define's could be fixed, but I was lazy.