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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
    #Shaders #SIGGRAPH2026 #glsl #hlsl #slang #wgsl #osl

  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

  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

  26. 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

  27. 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

  28. 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

  29. 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

  30. 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

  31. 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

  32. 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

  33. 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

  34. 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