Instructions to rebuild imgui_impl_sdlgpu3_shaders.h (You don't need to copy this folder if you are using the backend as-is) 1) Compile the raw shader files to SPIRV: glslc -o vertex.spv -c shader.vert glslc -o fragment.spv -c shader.frag 2) Build SDL_shadercross (https://github.com/libsdl-org/SDL_shadercross) 3-A) Compiling for the Vulkan Driver: Nothing to do, you just need the previous vertex.spv/fragment.spv, proceed to step 4 3-B) Compiling for the DirectX 12 Driver: ./shadercross vertex.spv -s SPIRV -d DXBC -t vertex -e main -o vertex.dxbc ./shadercross fragment.spv -s SPIRV -d DXBC -t fragment -e main -o fragment.dxbc Proceed to step 4 3-C) Compiling for Metal (On windows you'll need the Metal Developer Tools for Windows, on linux you might use wine, but I never tested it): ./shadercross vertex.spv -s SPIRV -d MSL -t vertex -e main -o vertex.metal ./shadercross fragment.spv -s SPIRV -d MSL -t fragment -e main -o fragment.metal xcrun -sdk macosx metal -o vertex.ir -c vertex.metal xcrun -sdk macosx metal -o fragment.ir -c fragment.metal xcrun -sdk macosx metallib -o vertex.metallib -c vertex.ir xcrun -sdk macosx metallib -o fragment.metallib -c fragment.ir Proceed to step 4 4) Use a tool like https://notisrac.github.io/FileToCArray/ or misc/fonts/binary_to_compressed_c.cpp in imgui repository to convert the file to a uint8_t array.