How to Install and Uninstall libmojoshader-dev Package on Kali Linux
Last updated: January 10,2025
1. Install "libmojoshader-dev" package
Please follow the guidance below to install libmojoshader-dev on Kali Linux
$
sudo apt update
Copied
$
sudo apt install
libmojoshader-dev
Copied
2. Uninstall "libmojoshader-dev" package
Here is a brief guide to show you how to uninstall libmojoshader-dev on Kali Linux:
$
sudo apt remove
libmojoshader-dev
Copied
$
sudo apt autoclean && sudo apt autoremove
Copied
3. Information about the libmojoshader-dev package on Kali Linux
Package: libmojoshader-dev
Source: mojoshader
Version: 0.0~hg1314+dfsg-1.1
Installed-Size: 1403
Maintainer: Yangfl
Architecture: amd64
Depends: libmojoshader0 (= 0.0~hg1314+dfsg-1.1)
Size: 259860
SHA256: 5210eeab3451a6c6bef6c1acd29fe1ed9e2aceb362f91b05373e89e8f4f136eb
SHA1: e0cf7d9b86353a902aedab10d2c6ee3b904acde2
MD5sum: 98a22fb3f665731853ba6da350bdc189
Description: library to move calls to Direct3D shaders to OpenGL (development files)
MojoShader is a library to work with Direct3D shaders on alternate 3D APIs and
non-Windows platforms. The primary motivation is moving shaders to OpenGL
languages on the fly. The developer deals with "profiles" that represent
various target languages, such as GLSL or ARB_*_program.
.
This allows a developer to manage one set of shaders, presumably written in
Direct3D HLSL, and use them across multiple rendering backends. This also means
that the developer only has to worry about one (offline) compiler to manage
program complexity, while MojoShader itself deals with the reduced complexity
of the bytecode at runtime.
.
MojoShader provides both a simple API to convert bytecode to various profiles,
and (optionally) basic glue to rendering APIs to abstract the management of the
shaders at runtime.
.
This package contains the header files and static library for libmojoshader0.
Description-md5:
Multi-Arch: same
Homepage: https://icculus.org/mojoshader/
Section: libdevel
Priority: optional
Filename: pool/main/m/mojoshader/libmojoshader-dev_0.0~hg1314+dfsg-1.1_amd64.deb
Source: mojoshader
Version: 0.0~hg1314+dfsg-1.1
Installed-Size: 1403
Maintainer: Yangfl
Architecture: amd64
Depends: libmojoshader0 (= 0.0~hg1314+dfsg-1.1)
Size: 259860
SHA256: 5210eeab3451a6c6bef6c1acd29fe1ed9e2aceb362f91b05373e89e8f4f136eb
SHA1: e0cf7d9b86353a902aedab10d2c6ee3b904acde2
MD5sum: 98a22fb3f665731853ba6da350bdc189
Description: library to move calls to Direct3D shaders to OpenGL (development files)
MojoShader is a library to work with Direct3D shaders on alternate 3D APIs and
non-Windows platforms. The primary motivation is moving shaders to OpenGL
languages on the fly. The developer deals with "profiles" that represent
various target languages, such as GLSL or ARB_*_program.
.
This allows a developer to manage one set of shaders, presumably written in
Direct3D HLSL, and use them across multiple rendering backends. This also means
that the developer only has to worry about one (offline) compiler to manage
program complexity, while MojoShader itself deals with the reduced complexity
of the bytecode at runtime.
.
MojoShader provides both a simple API to convert bytecode to various profiles,
and (optionally) basic glue to rendering APIs to abstract the management of the
shaders at runtime.
.
This package contains the header files and static library for libmojoshader0.
Description-md5:
Multi-Arch: same
Homepage: https://icculus.org/mojoshader/
Section: libdevel
Priority: optional
Filename: pool/main/m/mojoshader/libmojoshader-dev_0.0~hg1314+dfsg-1.1_amd64.deb