3 ms·
I'm new to this space, but interested in graphics. What are the differences and why do you prefer GLSL?
by danielvaughn 5y ago
I'm new to this space, but interested in graphics. What are the differences and why do you prefer GLSL?
- yyycomposer 5y agoVulkan ray tracing typically uses GLSL as shader language. DirectX Raytracing (DXR) uses HLSL (but is restricted to run only on Windows). Because Vulkan ray tracing is cross-platform, I have chosen GLSL for this project. https://github.com/KhronosGroup/GLSL/blob/master/extensions/ext/GLSL_EXT_ray_tracing.txt https://github.com/KhronosGroup/GLSL/blob/master/extensions/... https://www.khronos.org/blog/vulkan-ray-tracing-final-specification-release https://www.khronos.org/blog/vulkan-ray-tracing-final-specif... WGSL is the shader language of WebGPU. But I believe WebGPU does not support hardware ray tracing, yet.
- pjmlp 5y agoBecause even though I have my issues with GLSL and the way Khronos manages the ecosystem, at least GLSL has a history of an existing ecosystem that one can ping back into. HLSL is the other big candidate, from DirectX, while Metal uses a C++14 based dialect. Meanwhile on game consoles the shading languages are somehow flavours of either GLSL or HLSL. WGSL, because of politics (Apple or whatever), is a mix of C++, Rust and HLSL, with a non-existing ecosystem, where they are still half way definig how the language is suppose to actually look like.