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#wgsl — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #wgsl, aggregated by home.social.

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  1. If you're at SIGGRAPH 2026, don't miss the Real-Time Shading BOF — Tuesday, July 21, 1:00–3:00 PM PDT, Room 518

    Special guest speaker, Ken Perlin, will be presenting, "The birth of Procedural Shaders." Don't miss it!

    khronos.org/events/siggraph-20

  2. If you're at SIGGRAPH 2026, don't miss the Real-Time Shading BOF — Tuesday, July 21, 1:00–3:00 PM PDT, Room 518

    Special guest speaker, Ken Perlin, will be presenting, "The birth of Procedural Shaders." Don't miss it!

    khronos.org/events/siggraph-20
    #Shaders #SIGGRAPH2026 #glsl #hlsl #slang #wgsl #osl

  3. New video about WebGPU Particles. I wanted to create a very short video displaying the multiple options the sliders offer, but there's actually quite a lot of possibilities with this and the video is 4 minutes, so I had to upload it to the tube.

    youtu.be/AdqQjXoWXxM

    #webgpu #wgsl #graphicsprogramming
    #javascript #webdev #webdevelopment #genart #creativecoding #digitalart #3d #cgi #computeshaders #shaders #generativeart

  4. New video about WebGPU Particles. I wanted to create a very short video displaying the multiple options the sliders offer, but there's actually quite a lot of possibilities with this and the video is 4 minutes, so I had to upload it to the tube.

    youtu.be/AdqQjXoWXxM

    #webgpu #wgsl #graphicsprogramming
    #javascript #webdev #webdevelopment #genart #creativecoding #digitalart #3d #cgi #computeshaders #shaders #generativeart

  5. I personally don't like that #threejs uses #tsl to build shaders.
    First, it seems to me that TSL takes a bit to "compile" the shaders on page load, and that's a bit annoying.
    Second is the TSL language itself; if devs are going to learn a new "language" then just learn #wgsl.

    I understand this is to provide compatibility with #glsl, but not a super fan.

    I also must say this is not the first time I talk trash against a 3d library, the first time it was #AFrame and later I changed my mind.

  6. I personally don't like that #threejs uses #tsl to build shaders.
    First, it seems to me that TSL takes a bit to "compile" the shaders on page load, and that's a bit annoying.
    Second is the TSL language itself; if devs are going to learn a new "language" then just learn #wgsl.

    I understand this is to provide compatibility with #glsl, but not a super fan.

    I also must say this is not the first time I talk trash against a 3d library, the first time it was #AFrame and later I changed my mind.

  7. Today I Learned that in WGSL you cannot assign to a swizzle - that means `foo.xyz = vec3f(0)` is illegal?!
    gpuweb.github.io/gpuweb/wgsl/#

    I was ready to defend you, , but this is pretty lame.

    Also, it always worked on my machine (Chromium on Linux) and it took a code release to find this out.

  8. Today I Learned that in WGSL you cannot assign to a swizzle - that means `foo.xyz = vec3f(0)` is illegal?!
    gpuweb.github.io/gpuweb/wgsl/#

    I was ready to defend you, #WGSL, but this is pretty lame.

    Also, it always worked on my machine (Chromium on Linux) and it took a code release to find this out.

  9. Part of my recent progress on my library POINTS (github.com/Absulit/points)

    These are two render passes. Background pass has an image. Foreground pass has a mesh and an image inside; mesh is scaled dynamically at runtime. The image preserves its ratio no matter the scale of the quad.

    #webgpu #wgsl #graphicsprogramming #javascript #webdev #webdevelopment
    #genart #creativecoding #digitalart #3d #cgi #computeshaders #shaders #generativeart

  10. Part of my recent progress on my library POINTS (github.com/Absulit/points)

    These are two render passes. Background pass has an image. Foreground pass has a mesh and an image inside; mesh is scaled dynamically at runtime. The image preserves its ratio no matter the scale of the quad.

    #webgpu #wgsl #graphicsprogramming #javascript #webdev #webdevelopment
    #genart #creativecoding #digitalart #3d #cgi #computeshaders #shaders #generativeart

  11. I wrote a dithering post-processing effect as a mini weekend project. And I am proud to say I understand ~78.125% of the math. #bevy #bevy_engine #shader #wgsl

  12. I wrote a dithering post-processing effect as a mini weekend project. And I am proud to say I understand ~78.125% of the math. #bevy #bevy_engine #shader #wgsl

  13. This is more or less how the uniforms, storage and constants can be used now.

    You can basically assign new properties on the fly to these attributes from the main library class and that's basically it.

    #webgpu #wgsl #graphicsprogramming #javascript #webdev #webdevelopment

  14. This is more or less how the uniforms, storage and constants can be used now.

    You can basically assign new properties on the fly to these attributes from the main library class and that's basically it.

    #webgpu #wgsl #graphicsprogramming #javascript #webdev #webdevelopment

  15. Anyone managed to get wgsl-analyzer to work on #NixOS ? Mine exits with a mere
    `[ERROR] wgsl-analyzer err: <- StreamClosed`
    I ran `wgsl-analyzer --version` and got... 0.0.0 !?

    #WGSL

  16. Anyone managed to get wgsl-analyzer to work on #NixOS ? Mine exits with a mere
    `[ERROR] wgsl-analyzer err: <- StreamClosed`
    I ran `wgsl-analyzer --version` and got... 0.0.0 !?

    #WGSL

  17. Really happy with the new building animation. Yay the implementations are really nice. Also a new trailer and some back end / stuff. Not too much technical but a few cool visuals. exofactory.net/blog/2026-04-06/

  18. Really happy with the new building animation. Yay #WGSL #shaders the #Bevy implementations are really nice. Also a new trailer and some back end #GameDev / #indiedev stuff. Not too much technical but a few cool visuals. exofactory.net/blog/2026-04-06/

  19. We're excited to announce that the slides and videos from the inaugural Shading Languages Symposium are now available! Catch up on all the proceedings and join us next year!

    khronos.org/events/shading-lan

  20. We're excited to announce that the slides and videos from the inaugural Shading Languages Symposium are now available! Catch up on all the proceedings and join us next year!

    khronos.org/events/shading-lan
    #shading #shaders #programming #Slang #GLSL #HLSL #SPIRV #glslang #WESL #WGSL #OSL #Gigi #vkDuck

  21. I thought #WGSL was supposed to clean up pointless browser differences, but it seems like #Firefox and #Chrome don't even agree on reserved words. "i64" is reserved in Firefox, but not in Chrome (and not in the spec).

  22. I thought #WGSL was supposed to clean up pointless browser differences, but it seems like #Firefox and #Chrome don't even agree on reserved words. "i64" is reserved in Firefox, but not in Chrome (and not in the spec).

  23. We are very excited for next week's Shading Language Symposium in San Diego!

    This event will bring together graphics and computer shader programmers, researchers and technical artists with shading language implementers to explore the landscape of shading languages, their future development, and the role how new techniques such as neural graphics will play in shaping the future of real-time rendering.

    Learn more: khronos.org/events/shading-lan

  24. We are very excited for next week's Shading Language Symposium in San Diego!

    This event will bring together graphics and computer shader programmers, researchers and technical artists with shading language implementers to explore the landscape of shading languages, their future development, and the role how new techniques such as neural graphics will play in shaping the future of real-time rendering.

    Learn more: khronos.org/events/shading-lan
    #glsl #hlsl #osl #slang #spirv #wgsl

  25. Another experiment with my POINTS library. This is basically an old physarum/slime demo I made a while ago, but rebuilt with compute shaders, particles and a lot more efficient than before.

    #webgpu #wgsl #graphicsprogramming #javascript #webdev #webdevelopment #genart #creativecoding #digitalart #3d #cgi #computeshaders #shaders #generativeart

  26. Another experiment with my POINTS library. This is basically an old physarum/slime demo I made a while ago, but rebuilt with compute shaders, particles and a lot more efficient than before.

    #webgpu #wgsl #graphicsprogramming #javascript #webdev #webdevelopment #genart #creativecoding #digitalart #3d #cgi #computeshaders #shaders #generativeart

  27. Early Bird pricing for the Shading Language Symposium ends on January 18th. Register now to attend this inaugural, ground-breaking event that will bring together graphics and computer shader programmers, researchers and technical artists with shading language implementers to explore the landscape of shading languages, their future development, and new techniques.

    khronos.org/events/shading-lan
    -V

  28. Early Bird pricing for the Shading Language Symposium ends on January 18th. Register now to attend this inaugural, ground-breaking event that will bring together graphics and computer shader programmers, researchers and technical artists with shading language implementers to explore the landscape of shading languages, their future development, and new techniques.

    khronos.org/events/shading-lan
    #shaders #shading #language #programming #developer #GLSL #HLSL #OSL #Slang #SPIR-V #WGSL

  29. This demo has a 262K+ instanced particles (cubes) animated in compute shader, movement driven by a noise texture, it uses the depth map to create a slight depth of field and also some particles are emissive and to make the effect complete it has some bloom that affects only the bright particles, this thanks to the HDR output that allows those cubes to have a brightness beyond white and then those values are tonemapped to fit in the final output.

    #webgpu #wgsl #graphicsprogramming #javascript

  30. This demo has a 262K+ instanced particles (cubes) animated in compute shader, movement driven by a noise texture, it uses the depth map to create a slight depth of field and also some particles are emissive and to make the effect complete it has some bloom that affects only the bright particles, this thanks to the HDR output that allows those cubes to have a brightness beyond white and then those values are tonemapped to fit in the final output.

    #webgpu #wgsl #graphicsprogramming #javascript

  31. With the new version of my WebGPU library POINTS v0.6.0 (github.com/Absulit/points), I added a bunch of new features like support for depth maps, cameras, bloom and others, so I wanted to make a demo that used all of these.

    #webgpu #wgsl #graphicsprogramming #javascript #webdev #webdevelopment #genart #creativecoding #digitalart #3d #cgi #computeshaders #shaders #generativeart

  32. With the new version of my WebGPU library POINTS v0.6.0 (github.com/Absulit/points), I added a bunch of new features like support for depth maps, cameras, bloom and others, so I wanted to make a demo that used all of these.

    #webgpu #wgsl #graphicsprogramming #javascript #webdev #webdevelopment #genart #creativecoding #digitalart #3d #cgi #computeshaders #shaders #generativeart

  33. I also updated my POINTS library a couple of days ago to v0.6.0 (and a fix in the queue) with depth maps/shadow maps, bloom, wireframes

    github.com/Absulit/points

    The image is from a personal demo I'm currently working

    #webgpu #wgsl #javascript #generativeart #genart #digitalArt #webdev

  34. I also updated my POINTS library a couple of days ago to v0.6.0 (and a fix in the queue) with depth maps/shadow maps, bloom, wireframes

    github.com/Absulit/points

    The image is from a personal demo I'm currently working

    #webgpu #wgsl #javascript #generativeart #genart #digitalArt #webdev

  35. I have this very clear demo with a lot less particles than a million, and it looks like it has more that the million one.

    Also the workgroup sizes are different so that might be related.

    I will check this later.

    #webgpu #wgsl