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If you write a rust+wgpu renderer now, your options are already Rust, glsl, wgsl (and probably more). You could do Spir-V too on webgpu so long as you stick to
by alkonaut 2y ago
If you write a rust+wgpu renderer now, your options are already Rust, glsl, wgsl (and probably more). You could do Spir-V too on webgpu so long as you stick to desktop. I'm sure we'll see people load glsl on webgpu on the web too.
Any reasonably complex renderer will include shader generation/reflection/translation and so on. Just having a hole where you can plug vanilla hlsl/glsl shaders seems almost impossible.
- pjmlp 2y agoI rather use WebGPU, on the Web, using it for native is always going to be playing catchup with middleware engines that don't have to worry about targeting a 2016 hardware design, as minimum viable product across all major native APIs, and with browser sandboxing in mind. Although it appears to be the next managed 3D API for Android userspace, as communicated at SIGGGRAPH, then again it is better than being stuck with GL ES 3.x as it is now. So a matter of perspective I guess.