home.social

#wgsl — Public Fediverse posts

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

  1. 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

  2. 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

  3. 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

  4. 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

  5. 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

  6. 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

  7. 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/

  8. 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

  9. 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

  10. 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

  11. 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

  12. 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).

  13. 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

  14. 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

  15. 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

  16. 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

  17. 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

  18. 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

  19. 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

  20. 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

  21. 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

  22. 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

  23. 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

  24. I think I understand better compute shaders than before. A thing that still eludes me is the fact that, even when I know I have 1 million particles, they are not all visible, even when I thought that was the case. I'm not entirely sure what it is, (not an expert but I manage to) it could be some sync issue related to random numbers, like it generates the same value and the particles overlaps

    #webgpu #javascript #wgsl #webdev

  25. Still diving into gpu compute. Ended up with WebGPU (wgpu-native) purely because it was the first one I managed to get up and running.

    I'd like to use read_write storage textures for custom blending, where reading the dest color is helpful. Does anyone more gpu savvy know if it's a feature that has a lot of caveats? Like "it works but is slow/isn't supported on most hardware/etc".

    I can get around it with some texture ping ponging, but it would be simpler not to.

    #webgpu #wgsl #graphics

  26. Lots of videos in this one. Turns out full screen shaders and drag to place belts are harder than one might think. I think I have a cool thing to contribute to the game genre. exofactory.net/blog/2025-12-04/

  27. See, I _know_ that is a reasonable language because it can deal with a trailing comma in a parameter list.

    Everything else would be madness++

  28. We are excited to announce the Shading Language Symposium's conference program is now available!

    Conference Program: khronos.org/events/shading-lan

  29. Instancing demo with several Stanford's Lucy models textured. It uses a depth map to create a somewhat cheap depth of field, blurring the output in the distance.

    #webgpu #wgsl #cgi #webdev #webdevelopment #shaders #javascript #genart #generativeart #dof