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Copy file name to clipboardExpand all lines: README.md
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@@ -93,15 +93,15 @@ Note that the WGSL specification is still under development,
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so the [draft specification][wgsl spec] does not exactly describe what `wgpu` supports.
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See [below](#tracking-the-webgpu-and-wgsl-draft-specifications) for details.
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To enable SPIR-V shaders, enable the `spirv` feature of wgpu.
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To enable SPIR-V shaders, enable the `spirv` feature of wgpu.
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To enable GLSL shaders, enable the `glsl` feature of wgpu.
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### Angle
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[Angle](http://angleproject.org) is a translation layer from GLES to other backends, developed by Google.
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We support running our GLES3 backend over it in order to reach platforms with GLES2 or DX11 support, which aren't accessible otherwise.
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In order to run with Angle, "angle" feature has to be enabled, and Angle libraries placed in a location visible to the application.
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These binaries can be downloaded from [gfbuild-angle](https://github.com/DileSoft/gfbuild-angle) artifacts, [manual compilation](https://github.com/google/angle/blob/main/doc/DevSetup.md) may be required on Macs with Apple silicon.
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These binaries can be downloaded from [gfbuild-angle](https://github.com/DileSoft/gfbuild-angle) artifacts, [manual compilation](https://github.com/google/angle/blob/main/doc/DevSetup.md) may be required on Macs with Apple silicon.
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On Windows, you generally need to copy them into the working directory, in the same directory as the executable, or somewhere in your path.
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On Linux, you can point to them using `LD_LIBRARY_PATH` environment.
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for catching up to the WGSL specification,
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but in general there is no up-to-date summary
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of the differences between Naga and the WGSL spec.
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- When running in a web browser (by compilation to WebAssembly)
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without the `"webgl"` feature enabled,
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`wgpu` relies on the browser's own WebGPU implementation.
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