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Expand Up @@ -4,7 +4,7 @@

Unlike earlier APIs, shader code in Vulkan has to be specified in a bytecode
format as opposed to human-readable syntax like
https://en.wikipedia.org/wiki/OpenGL_Shading_Language[GLSL]
https://en.wikipedia.org/wiki/OpenGL_Shading_Language[GLSL],
https://shader-slang.org/slang/user-guide/[Slang], and
https://en.wikipedia.org/wiki/High-Level_Shading_Language[HLSL].
This bytecode format is called https://www.khronos.org/spir[SPIR-V] and is designed
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