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GLSL is fine. People don't understand that shaders are not just programs but literal works of art[0]. The art comes from the ability to map a canvas's (x,y) ->
by genidoi 1y ago
GLSL is fine. People don't understand that shaders are not just programs but literal works of art[0]. The art comes from the ability to map a canvas's (x,y) -> (r,g,b,a) coordinates in real time to create something mesmerising, and then let anyone remix the code to create something new from the browser.
With IV code, that goes out the way.
[0] examples
Matrix 3D shader: https://www.shadertoy.com/view/4t3BWl https://www.shadertoy.com/view/4t3BWl
- Very fast procedural ocean: https://www.shadertoy.com/view/4dSBDt https://www.shadertoy.com/view/4dSBDt
- pixelpoet 1y ago> GLSL is fine. How would you use shared/local memory in GLSL? What if you want to implement Kahan summation, is that possible? How's the out-of-core and multi-GPU support in GLSL? > People don't understand Careful pointing that finger, 4 fingers might point back... Shadertoy isn't some obscure thing no one has heard of, some of us are in the demoscene since over 20 years :)
- genidoi 1y agoI don't know x3 > some of us are in the demoscene since over 20 years :) Demoscene is different, though what I'm imagining with shadertoy and what it could be hasn't really been implemented. GLSL shaders are fully obscure outside of dev circles and that's a bummer.
- exDM69 1y ago> How would you use shared/local memory in GLSL? In compute shaders the `shared` keyword is for this.
- pjmlp 1y agoGLSL is dead for pratical purposes, Khronos acknowledged at Vulkanised 2024 that no one is working on either improving it, or keeping up with new Vulkan features. Hence why most companies are either using HLSL, even outside games industry, or adoption the new kid on the block Slang, which NVidia offered to Khronos as GLSL replacement. So GLSL remains for OpenGL and WebGL and that is about it.