Nim to GLSL nim to glsl compiler DSL [5/12] Document user code sections for afterSetup, beforeRender, afterRender transform feedback allow non-interleaved transform feedback attributes transform feedback type that contains attributes at compile time shadingDSl with transform feedback as source for the attributes, calls glDrawTransformfeedback(Instanced) unifom buffer tesselation shader stages compute shaders modular shader system forward vertex shader when only geometry shader is available infer primitive mode from buffer Add user code sctions for afterSetup, beforeRender, afterRender polymorphic shaders (NOT POSSILE at least not with glSubroutine) VAO bindings should be fixed and not depending on the attibute location (allows to recompile the shader when the locations change) In DSL move indices from attributes to named argument section warn for unused shader uniforms/attributes library [6/9] finish easy text renderer add primitive shapes torus circle (important for portal) cone icosphere default moveable camera fallback error texture when loading texture from file add support for (3D) (perlin) noise compile time for typeinfo add general pupose linear algebra package (eg BLAS, Eigen, etc) generic texture/sampler setData add support for OpenMesh examples [1/3] let mrfixit use the easy text renderer fix bug that text is rendered too wide with uninitialized memory cubical marching squares example fix portal rendering in example other [1/2] script to clear all binaries from the project code reloading