Show HN: Shadeup – A language that makes WebGPU easier
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Re: Show HN: Shadeup – A language that makes WebGPU easier
#2Re: Show HN: Shadeup – A language that makes WebGPU easier
#3Not sure if this page is rendering only via WebGPU or something, but on iOS this is just a blank page.
Here's a screenshot of what it should look like: https://i.imgur.com/CBHaftp.jpg
Re: Show HN: Shadeup – A language that makes WebGPU easier
#4learnt from https://jamie-wong.com/2016/08/05/webgl-fluid-simulation/#im...
the elegant lightgl.js, which is an abstraction layer on top of WebGL that makes it much nicer to work with. Unlike THREE.js, it doesn’t make any assumptions about you wanting any concept of a camera or lighting or that you’re working in 3D at all.Re: Show HN: Shadeup – A language that makes WebGPU easier
#5I am curious about the API overhead here. For example if I run two separate passes using bare WebGPU I could use a single command encoder. Would two function calls here result in two command encoders?
Another question - from the example code this doesnt look asynchronous, does it wait for everything to finish before returning? I could also be misreading the code I dont know typescript very well.
Re: Show HN: Shadeup – A language that makes WebGPU easier
#6This is really cool. As far as boilerplate goes WebGPU is really not that bad (one just needs to look at Vulkan to see how fun it can get) but really anything to lower the barrier to entry is nice. I am curious about the API overhead here. For example if I run two separate passes using bare WebGPU I could use a single command encoder. Would two function calls here result in two command encoders? Another question - fr…
Shadeup will try to fit it all into one command encoder but may need to split if the coder: 1. Manually flushes 2. Reads/downloads a buffer on the CPU
Most calls are lazily evaluated, and a small dep graph is built as you reference/draw things.
That being said, shadeup does make some perf sacrifices in the name of simplicity. I'd say it's well suited to prototyping and learning. Of course, once you have a working prototype of something porting it to native wgsl should be easy
Re: Show HN: Shadeup – A language that makes WebGPU easier
#7Not sure if this page is rendering only via WebGPU or something, but on iOS this is just a blank page.
Yeah, unfortunately, the main background is running webgpu so edge/chrome/opera desktop are the only browsers that can see it. Here's a screenshot of what it should look like: https://i.imgur.com/CBHaftp.jpg
Re: Show HN: Shadeup – A language that makes WebGPU easier
#8The "browse" button towards the bottom has a few editable examples as well, including one for the effect seen on the main page https://shadeup.dev/zv5twftezv2y
Re: Show HN: Shadeup – A language that makes WebGPU easier
#9Earlier quoted context omitted.
Yeah, unfortunately, the main background is running webgpu so edge/chrome/opera desktop are the only browsers that can see it. Here's a screenshot of what it should look like: https://i.imgur.com/CBHaftp.jpg
I just checked on Linux Firefox and iOS Firefox and both loaded the background without issues.
Here's a video of what the particles look like when moving if interested: https://www.loom.com/share/c2608492dce44ab4b84b8fe4c68c44cd?...
Re: Show HN: Shadeup – A language that makes WebGPU easier
#10This is really cool. As far as boilerplate goes WebGPU is really not that bad (one just needs to look at Vulkan to see how fun it can get) but really anything to lower the barrier to entry is nice. I am curious about the API overhead here. For example if I run two separate passes using bare WebGPU I could use a single command encoder. Would two function calls here result in two command encoders? Another question - fr…
Thus cross API WebGL / WebGPU shading middleware is needed.