// This is okay for one compilation unit with one entry point.
entryPointName = argv[1];
if (argc <= 1)
- Error("no <entry-point> provided for -e");
+ Error("no <name> provided for -e");
bumpArg();
break;
case 'g':
" creates the default configuration file (redirect to a .conf file)\n"
" -d default to desktop (#version 110) when there is no shader #version\n"
" (default is ES version 100)\n"
- " -e specify entry-point name\n"
+ " -e <name> specify <name> as the entry-point name\n"
" -g generate debug information\n"
" -h print this usage message\n"
" -i intermediate tree (glslang AST) is printed out\n"
" -l link all input files together to form a single module\n"
" -m memory leak mode\n"
- " -o <file> save binary to <file>, requires a binary option (e.g., -V)\n"
+ " -o <file> save binary to <file>, requires a binary option (e.g., -V)\n"
" -q dump reflection query database\n"
" -r synonym for --relaxed-errors\n"
" -s silent mode\n"
" --shift-UBO-binding [stage] num base binding number for UBOs\n"
" --shift-cbuffer-binding [stage] num synonym for --shift-UBO-binding\n"
" --sub [stage] num synonym for --shift-UBO-binding\n"
- " --source-entrypoint name the given shader source function is\n"
- " renamed to be the entry point given in -e\n"
+ " --source-entrypoint <name> the given shader source function is\n"
+ " renamed to be the <name> given in -e\n"
" --sep synonym for --source-entrypoint\n"
" --stdin Read from stdin instead of from a file.\n"
" You'll have to provide the shader stage\n"