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#wgsl — Public Fediverse posts

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

  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. 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

  4. 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

  5. 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

  6. 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

  7. 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

  8. 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

  9. 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

  10. 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

  11. 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.

  12. 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.

  13. 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.

  14. 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.

  15. 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.

  16. 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.

  17. 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.

  18. 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.

  19. 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.

  20. 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

  21. 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

  22. 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

  23. 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

  24. 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

  25. 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