Overview
Lumina is a GLSL-oriented shader language that keeps GLSL semantics while adding a structured, compiler-checked surface:
- A pipeline flow declares how data moves: Input -> VertexPass -> FragmentPass -> Output.
- Two required entry points: VertexPass() and FragmentPass().
- Structures, DataBlocks (declared as constant or attribute), Textures, Namespaces mirror familiar C++/GLSL patterns.
- A compiled artifact accompanies the generated GLSL and enumerates layouts, framebuffers, blocks, and textures Sparkle can consume.
This lets you write concise shader scripts while Sparkle handles binding, reflection data, and validation.