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Shader School - An introduction to GLSL shaders that runs in your web browser

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Re: Shader School - An introduction to GLSL shaders that runs in your web browser

#3

7 years old?

Given the progress of WebGL adoption and development tools, still pretty much up to date, for the most part.

Safari 15 just added WebGL 2.0 available on stable, and native debugging tools are still the way to go for most cases.

After 10 years.

Re: Shader School - An introduction to GLSL shaders that runs in your web browser

#6

It seems really odd to me that GLSL and HLSL never unified into a common language.

Because neither Nintendo nor Sony consoles use any of them, so in practice there are five major shading languages. You forgot MSL.

And for WebGPU, it seems like C++, Rust and HLSL had a baby named WGSL.

Finally, GLSL on desktop, GL ES, WebGL and Vulkan isn't the same language anyway, just close enough to port most shaders.

Re: Shader School - An introduction to GLSL shaders that runs in your web browser

#8
post #6

It seems really odd to me that GLSL and HLSL never unified into a common language.

Because neither Nintendo nor Sony consoles use any of them, so in practice there are five major shading languages. You forgot MSL. And for WebGPU, it seems like C++, Rust and HLSL had a baby named WGSL. Finally, GLSL on desktop, GL ES, WebGL and Vulkan isn't the same language anyway, just close enough to port most shaders.

As an outsider, it's really hard to discern what I might choose to learn amongst graphics tech. I've tried to invest my learning in subjects and technologies that aren't going anywhere and where my knowledge will pay off over decades — computer science fundamentals, math, SQL, C, vanilla JavaScript, HTML, CSS, LaTeX, Git, Python, etc. It looks like everybody's still fighting it out in graphics though.

Re: Shader School - An introduction to GLSL shaders that runs in your web browser

#9
post #8
post #6

Earlier quoted context omitted.

Because neither Nintendo nor Sony consoles use any of them, so in practice there are five major shading languages. You forgot MSL. And for WebGPU, it seems like C++, Rust and HLSL had a baby named WGSL. Finally, GLSL on desktop, GL ES, WebGL and Vulkan isn't the same language anyway, just close enough to port most shaders.

As an outsider, it's really hard to discern what I might choose to learn amongst graphics tech. I've tried to invest my learning in subjects and technologies that aren't going anywhere and where my knowledge will pay off over decades — computer science fundamentals, math, SQL, C, vanilla JavaScript, HTML, CSS, LaTeX, Git, Python, etc. It looks like everybody's still fighting it out in graphics though.

Honestly, if you learn hlsl or glsl it's not much work to learn the other.

I originally learned opengl in school and after a few years of working with it I transitioned to a job where we primarily used Direct3D. I guess I had passively picked up enough bits and pieces along the way because I never really thought about the shift.

I briefly looked at Vulkan when it first came out, but I haven't had the time to get into it. That's a whole different beast.

Re: Shader School - An introduction to GLSL shaders that runs in your web browser

#10
post #3

7 years old?

Given the progress of WebGL adoption and development tools, still pretty much up to date, for the most part. Safari 15 just added WebGL 2.0 available on stable, and native debugging tools are still the way to go for most cases. After 10 years.

Yep, not much had changed over the last few years on that regard. Well, except running complex 3d scenes in a modern browser is mostly fine these days. Plenty of performance

I still remember Macromedia/Adobe showing off their flash 3d engine. Nothing was accelerated, just software rendering. Ugly and slow but there wasn't anything better at the time. It went nowhere I think

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