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<title>vim-glsl.git, branch master</title>
<subtitle>Vim runtime files for OpenGL Shading Language</subtitle>
<id>https://git.agrajag.net/vim-glsl.git/atom?h=master</id>
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<updated>2024-06-15T08:14:40Z</updated>
<entry>
<title>Add #include support (#27)</title>
<updated>2024-06-15T08:14:40Z</updated>
<author>
<name>Ivan Sokolov</name>
<email>sokolovivanl2rwe@yandex.ru</email>
</author>
<published>2024-06-15T08:14:40Z</published>
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<id>urn:sha1:40dd0b143ef93f3930a8a409f60c1bb85e28b727</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Add folding support for {} and () (#28)</title>
<updated>2024-06-15T08:13:30Z</updated>
<author>
<name>Ivan Sokolov</name>
<email>sokolovivanl2rwe@yandex.ru</email>
</author>
<published>2024-06-15T08:13:30Z</published>
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<id>urn:sha1:169158d0fcc55408845f6864d1dab686c1c54280</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Ensure cinoptions is set to a known value (#24)</title>
<updated>2022-05-10T19:36:43Z</updated>
<author>
<name>David Briscoe</name>
<email>idbrii@gmail.com</email>
</author>
<published>2022-05-10T19:36:43Z</published>
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<id>urn:sha1:bfd330a271933c3372fcfa8ce052970746c8e9dd</id>
<content type='text'>
Fix `set cinoptions=#1` causes incorrect define indenting.

To get correct glsl indentation, we want default 'cinoptions'. It's useful to
`set cinoptions=#1` (to allow most filetypes to use # comments), so we should
ensure we're using a known set of indent options and revert to the default.

The user can still customize cinoptions in ~/.vim/after/indent/glsl.vim.

## Test
```vim
:set cinoptions=#1
:edit test.glsl
gg=G
```

```glsl
// test.glsl
#define PI 4
#define TAU 8 // line gets 1 space indent

float f(float x) {
	return x * 2;
}
```</content>
</entry>
<entry>
<title>Add ray tracing related keywords and file types (#22)</title>
<updated>2022-02-06T17:30:14Z</updated>
<author>
<name>Ivan Avdeev</name>
<email>me@w23.ru</email>
</author>
<published>2022-02-06T17:30:14Z</published>
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<id>urn:sha1:28a6dfbcd96095226bee90985b7f12c5679dbbb6</id>
<content type='text'>
Add highlights for keywords, functions, variables and constants
introduced by extensions:
- GLSL_EXT_ray_tracing
- GLSL_EXT_ray_query
- GL_EXT_nonuniform_qualifier

Also add filetypes for ray tracing stages:
- *.rgen for ray generation shader
- *.rmiss for ray miss shader
- *.rint for intersection shader
- *.rahit for any hit shader
- *.rchit for closest hit shader
- *.rcall for callable shader</content>
</entry>
<entry>
<title>Update my name and email</title>
<updated>2022-02-06T15:41:49Z</updated>
<author>
<name>Sergii Tykhomyrov</name>
<email>sergii@tykhomyrov.com</email>
</author>
<published>2022-02-06T15:41:49Z</published>
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<id>urn:sha1:42ffed856d5d156ec0f9c12233be34182cbb08ea</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Highlight builtin gl_VertexIndex (#21)</title>
<updated>2021-11-13T20:35:14Z</updated>
<author>
<name>Aidan</name>
<email>46799759+PossiblyAShrub@users.noreply.github.com</email>
</author>
<published>2021-11-13T20:35:14Z</published>
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<id>urn:sha1:25f9a7dfca64787313fb4339866ff941b8974d61</id>
<content type='text'>
gl_VertexIndex is part of the Vulkan only GL_KHR_vulkan_glsl extension.</content>
</entry>
<entry>
<title>Add VimPlug (#20)</title>
<updated>2021-09-05T17:12:14Z</updated>
<author>
<name>Ikroop Singh Kalsi</name>
<email>ikroop.singh.kalsi@gmail.com</email>
</author>
<published>2021-09-05T17:12:14Z</published>
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<id>urn:sha1:373e4ec58f725910ea242e79ce03fe21f100b6e3</id>
<content type='text'>
add the VimPlug package manager in the installation section of README.md</content>
</entry>
<entry>
<title>Add shader source syntax highlighting in Elm</title>
<updated>2020-04-21T07:35:21Z</updated>
<author>
<name>Sergey Tikhomirov</name>
<email>sergey@tikhomirov.io</email>
</author>
<published>2020-04-21T07:35:21Z</published>
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<id>urn:sha1:36266238d96cd2219769793855a7e915f5e6a32c</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Added containedin=javaScript to html syntax region (#17)</title>
<updated>2019-11-01T08:22:34Z</updated>
<author>
<name>Auxiliary-Character</name>
<email>auxchar@gmail.com</email>
</author>
<published>2019-11-01T08:22:34Z</published>
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<id>urn:sha1:fbdb226318e3e1747b29f31ad07c0cce07e9f22a</id>
<content type='text'>
I was suprised to find when I started digging that this plugin already
has a syntax region for html, since it didn't actually work for me.
After investigating what was going on using
[this](https://vim.fandom.com/wiki/Identify_the_syntax_highlighting_group_used_at_the_cursor),
I came to the realization that the html plugin was already highlighting
the content within script tags as JavaScript, and that this was taking
priority over glsl highlighting that this plugin does.

Well, according to [this StackOverflow
answer](https://vim.fandom.com/wiki/Identify_the_syntax_highlighting_group_used_at_the_cursor),
you can beat such priority conflicts by telling vim that this group
(`ShaderScript`) `containedin` another group (`javaScript`). This
appears to have solved the problem for me.</content>
</entry>
<entry>
<title>Enable auto-format of multiline comments (#15)</title>
<updated>2017-10-15T13:09:28Z</updated>
<author>
<name>Zaven Muradyan</name>
<email>zaven@skepsi.me</email>
</author>
<published>2017-10-15T13:09:28Z</published>
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<id>urn:sha1:697eca9784ffac39308e1fd45e0300582c3d060b</id>
<content type='text'>
This adds the `r`, `o`, and `q` format options which allow automatic insertion of the comment leader character in multiline comments. See `:help fo-table` for details on these options (they're all related to wrapping/leader-insertion for multiline comments).</content>
</entry>
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