Hacker News
Introducing: ShaderPad
67 points by evakhoury
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13 comments
spankalee
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I like versions of this that are web components so that they're declarative and you can just drop them into HTML.
<shader-doodle> is one: https://github.com/halvves/shader-doodle but it hasn't been updated in a long time and I think builds to UMD
<shaderview> is a newer one with a nice site, but I haven't used it: https://keithclark.github.io/shaderview/
mncharity
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I revisit the site's open tab, and find a full screen, black background:
> It is 12:56am. Do you still want to be on the internet? Yes No
Lol. Nice touch.
> No -> "Okay", fade to black.
rgbrgb
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looks great, congrats. quick note, the examples are really cool, but the link in your blogpost is broken.
working link: https://misery.co/shaderpad/docs/getting-started/examples/
avaer
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GLSL. Makes sense as the breezy path, but it seems WebGL2 is a dead evolutionary branch, even if it can be transpiled over.
What are your thoughts on supporting other languages? Or did I miss that in the docs?
koolala
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It isn't a dead end when WebGPU failed at all their graphics performance promises for being better than it in every way.
socalgal2
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What part of WebGPU isn't meeting graphics performance? AFAICT it's only people who continue to treat it like WebGL. It's like C++ programmers complaining Rust is slow and then Rust programmers say "stop using it like C++". If you want perf in a low-level API liek WebGPU you have to work with it using patterns that fit. If you stick to your WebGL patterns then yea, your app will suck.
avaer
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I was speaking more to the willingness of vendors to support. It's debatable how well WebGL(2)/WebGPU are designed and especially implemented. But it does seem like most evolutionary features, if they make it to browsers at all, would come from the WebGPU path. Not saying the reasons for that are good.