id	summary	reporter	owner	description	type	status	priority	milestone	component	version	resolution	keywords	cc
56	D3D11 bytecode to GLSL compiler	gongminmin	gongminmin	The shader in KlayGE is mostly written in D3D11 HLSL or Cg. But the Cg to GLSL compiler is not good enough for every shader. So the best solution is generate GLSL from D3D11 bytecode. It's similar to [http://icculus.org/mojoshader/ Mojoshader], but handles SM4 and SM5.	task	new	major		Tools				
