We're excited to announce that the slides and videos from the inaugural Shading Languages Symposium are now available! Catch up on all the proceedings and join us next year!
www.khronos.org/events/shadi...
#shading #shaders #programming #Slang #GLSL #HLSL #SPIR-V #glslang #WEST #WGSL #OSL #Gigi
Proceedings from the Shading Languages Symposium 2026 are now available!
We're excited to announce that the slides and videos from the inaugural Shading Languages Symposium are now available! Catch up on all the proceedings and join us next year!
www.khronos.org/events/shading-languages...
#shading #shaders […]
[Original post on fosstodon.org]
Early Bird pricing for the Shading Language Symposium ends on January 18th. Register now to attend this inaugural, ground-breaking event!
www.khronos.org/events/shadi...
#shaders #shading #language #programming #developer #GLSL #HLSL #OSL #Slang #SPIR-V #WGSL
SLIMSHADER.031 — MEMENTO MORI
Live browser demo in my @11ty.dev test kitchen testkitchen.goodbytes.be/experiments/...
#shaderart #glsl #webgl #webgpu #wgsl #threejs #js #javascript #js #shaders #codeart #proceduralart #realtimegraphics #genart #visualprogramming #noiseart #glitch
SLIMSHADER.030 — SKULLS BRIGADE
#shaderart #glsl #webgl #webgpu #wgsl #threejs #js #javascript #js #shaders #codeart #proceduralart #realtimegraphics #genart #visualprogramming #noiseart #glitch
SLIMSHADER.029 — SKULL WARP
#shaderart #glsl #webgl #webgpu #wgsl #threejs #js #javascript #js #shaders #codeart #proceduralart #realtimegraphics #genart #visualprogramming #noiseart #glitch
Lots of videos in this one. Turns out full screen shaders and drag to place belts are harder than one might think. I think I have a cool thing to contribute to the #Factory game genre. exofactory.net/blog/2025-12...
#bevy #GameDev #rust #WGSL
SLIMSHADER.027
"it was all a dream"
#shaderart #glsl #webgl #webgpu #wgsl #threejs #js #javascript #js #shaders #creativecoding #generativeart #codeart #proceduralart #realtimegraphics #genart #visualprogramming #noiseart #fractals #glitchart #digitalabstraction #trippyvisuals #vjloops #visuals
Something unique object
#wgsl #webgpu #pathtracer #sdf
See, I _know_ that #WGSL is a reasonable language because it can deal with a trailing comma in a parameter list.
Everything else would be madness++
Shading Languages Symposium conference program announced
We are excited to announce the Shading Language Symposium's conference program is now available!
Conference Program: www.khronos.org/events/shadi...
#shading #language #glsl #hlsl #osl #slang #spirv #wgsl #gpu #programming
We are excited to announce the Shading Language Symposium's conference program is now available!
Conference Program: www.khronos.org/events/shading-languages...
#shading #language #glsl #hlsl #osl #slang #spirv #wgsl #gpu #programming
Made some further improvements. The darker scenes seem to have better quality...
The output looks nice, i'm gonna try various SDF shapes #wgsl #webgpu #pathtracer #sdf
In the previous version, there were mathematical calculation errors, and various corrections have been made. it's getting better but the look has totally changed... #wgsl #webgpu #pathtracer #sdf
#wgsl is so cool: I can use the same shader source for multiple vertex and fragment shaders and they share data structures.
Much better result #webgpu #pathtracer #wgsl
Inaugural Shading Languages Symposium takes place February 12-13, 2026
Khronos announced the inaugural Shading Languages Symposium, that will take place on February 12-13, 2026, in San Diego, California. The symposium will bring together developers, implementors, researchers, and technical artists to explore the current state and […]
[Original post on fosstodon.org]
Inaugural Shading Languages Symposium Call for Submissions
Khronos has announced the inaugural Shading Languages Symposium will take place on February 12-13, 2026, in San Diego to explore the current state and future development of #shading languages and real-time #rendering technologies.
Learn more: khr.io/1le
#glsl #hlsl #osl #slang #spirv #wgsl
Pixel art dungeon with a multi-eyes boss monster emitting a simple green circle effect while spawning new brood.
Abysm today: writing shaders isn't exactly my forte, but I watched a player take on this boss fight, and realized that better feedback was necessary. The effect turned out simple but is hopefully effective for communicating what is going on. #gamedev #screenshotsaturday #pixelart #shader #bevy #wgsl
Oh, should have tagged #webgpu #wgsl so someone can (hopefully) explain why I’m an idiot for thinking I need to do this. Expecting some “just use slang” or something, but as cool as such things are, I’m after the minimum assistance required to make plain WebGPU effective to explore.
"no innovation until everything works"
That hits home with #WGSL design and implementation.
I like to say WGSL is deliberately conservative (complimentary)
noisydecentgraphics.typepad.com/design/2025/...