3 ms·
You're essentially building an AST via function calls, this is a lot less ergonomic than having a custom programming language to describe the AST (especially wh
by flohofwoe 2y ago
You're essentially building an AST via function calls, this is a lot less ergonomic than having a custom programming language to describe the AST (especially when building conditions, loops and complex math expressions).
It could be a good base for a noodle graph shader editor though (or even for a language compiler outside of three.js which compiles to "TLS" Javascript code - but at that point (of having an offline compile step) why not get rid of the middleman and compile from (yet another) custom shading language to GLSL or WGSL directly).