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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

#11
Maybe this is a good place to note that with the release of Safari 15 now every major browser has WebGL 2 enabled. It's finally possible to rely on WebGL 2 without excluding iOS users. For GLSL that means you can upgrade to a new major version of the language. Some limitations on loops have been lifted, bitwise integer operations are available, as well as many other things: https://webgl2fundamentals.org/webgl/lessons/webgl2-whats-ne...

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

#12
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.

FWIW A engine Dev at a Sony owned studio tells me they do have HLSL in their pipeline for their compute shaders

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

#13
post #12
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.

FWIW A engine Dev at a Sony owned studio tells me they do have HLSL in their pipeline for their compute shaders

Great, but that isn't what LibGNM and LibGNMX use out of the box.

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

#14
post #3

Earlier quoted context omitted.

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

Of course it went nowhere, we have spent 10 years catching up with 2011, after killing Flash.

See Unreal Engine 3 demo on Flash.

And with Web 3D reflecting 2012 hardware in 2021, no wonder that the answer for ultimate 3D and good debugging tools is native on mobile, or server side rendering with streaming.

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

#15
Very sad that none of the fragment shader experts have written a book focusing on generative art. The Book of Shaders is very basic.

How to create something like this (including sound!) while thinking on a per color x,y basis is mind boggling.

https://www.shadertoy.com/view/XsfXD2

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

#16
post #14

Earlier quoted context omitted.

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

Of course it went nowhere, we have spent 10 years catching up with 2011, after killing Flash. See Unreal Engine 3 demo on Flash. And with Web 3D reflecting 2012 hardware in 2021, no wonder that the answer for ultimate 3D and good debugging tools is native on mobile, or server side rendering with streaming.

> we have spent 10 years catching up with 2011, after killing Flash.

Lol, Flash 3d was built on OpenGL and DirectX, which are still here and have progressed since then. What are we catching up with? Adobe chose to kill flash because of WebGL.

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

#17

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

HLSL is proprietary, and GLSL is open. It would be more odd if they had somehow unified. We still have plenty of proprietary vs open choices in computer languages - it doesn’t seem odd C++ and C# haven’t unified, does it?

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

#18
post #16
post #14

Earlier quoted context omitted.

Of course it went nowhere, we have spent 10 years catching up with 2011, after killing Flash. See Unreal Engine 3 demo on Flash. And with Web 3D reflecting 2012 hardware in 2021, no wonder that the answer for ultimate 3D and good debugging tools is native on mobile, or server side rendering with streaming.

> we have spent 10 years catching up with 2011, after killing Flash. Lol, Flash 3d was built on OpenGL and DirectX, which are still here and have progressed since then. What are we catching up with? Adobe chose to kill flash because of WebGL.

Lol, it wasn't Adobe that killed plugins, rather an intifada against browser plugins, that is yet to match Adobe's tooling.

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

#19

Very sad that none of the fragment shader experts have written a book focusing on generative art. The Book of Shaders is very basic. How to create something like this (including sound!) while thinking on a per color x,y basis is mind boggling. https://www.shadertoy.com/view/XsfXD2

Inigo Quilez has a ton of great material: https://iquilezles.org/www/index.htm

It's not printed on dead trees but there's easily enough covered there for a book or three.

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

#20
post #18
post #16

Earlier quoted context omitted.

> we have spent 10 years catching up with 2011, after killing Flash. Lol, Flash 3d was built on OpenGL and DirectX, which are still here and have progressed since then. What are we catching up with? Adobe chose to kill flash because of WebGL.

Lol, it wasn't Adobe that killed plugins, rather an intifada against browser plugins, that is yet to match Adobe's tooling.

Hahaha Flash abuse by advertisers and spammers is a big reason plugins met their well-deserved end. I really am sorry that you lost your favorite tools, Flash was truly awesome for animators and developers. What you’re talking about is separate and independent from GL APIs, which don’t attempt to compete in the artist-facing tooling space at all.
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