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The complexity absolutely is in the language, otherwise you wouldn't have 4 or 5 different ways to pass data in and out of a shader, and turning e.g. a mesh ren
by unconed 2y ago
The complexity absolutely is in the language, otherwise you wouldn't have 4 or 5 different ways to pass data in and out of a shader, and turning e.g. a mesh renderer into a wireframe renderer would be a simple case of function composition.
The surrounding infrastructure is atrocious on top of that, but the idea that shading languages are fine is just off-base. They don't have real module systems, they don't let you compose, and the norm is still just to use preprocessor hacks to produce shader variants.
(this is why I built Use.GPU around a modular WGSL linker)