Introducing: ShaderPad

(rileyjshaw.com)

68 points | by evakhoury 2 days ago

5 comments

  • spankalee 3 hours ago

    I like versions of this that are web components so that they're declarative and you can just drop them into HTML.

    <shader-doodle> is one: https://github.com/halvves/shader-doodle but it hasn't been updated in a long time and I think builds to UMD

    <shaderview> is a newer one with a nice site, but I haven't used it: https://keithclark.github.io/shaderview/

  • rileyjshaw 34 minutes ago

    Thanks for posting this! Really appreciate everyone’s comments.

    • mncharity 39 minutes ago

      I revisit the site's open tab, and find a full screen, black background:

      > It is 12:56am. Do you still want to be on the internet? Yes No

      Lol. Nice touch.

      > No -> "Okay", fade to black.

    • rgbrgb 8 hours ago

      looks great, congrats. quick note, the examples are really cool, but the link in your blogpost is broken.

      working link: https://misery.co/shaderpad/docs/getting-started/examples/

      • rileyjshaw 1 hour ago

        Great catch - thanks for taking the time to let me know! I just fixed the link.

        • fudged71 7 hours ago

          Also one or more examples in this blog post would have been great to see

        • avaer 8 hours ago

          GLSL. Makes sense as the breezy path, but it seems WebGL2 is a dead evolutionary branch, even if it can be transpiled over.

          What are your thoughts on supporting other languages? Or did I miss that in the docs?

          • koolala 7 hours ago

            It isn't a dead end when WebGPU failed at all their graphics performance promises for being better than it in every way.

            • socalgal2 1 hour ago

              What part of WebGPU isn't meeting graphics performance? AFAICT it's only people who continue to treat it like WebGL. It's like C++ programmers complaining Rust is slow and then Rust programmers say "stop using it like C++". If you want perf in a low-level API liek WebGPU you have to work with it using patterns that fit. If you stick to your WebGL patterns then yea, your app will suck.

              • avaer 7 hours ago

                I was speaking more to the willingness of vendors to support. It's debatable how well WebGL(2)/WebGPU are designed and especially implemented. But it does seem like most evolutionary features, if they make it to browsers at all, would come from the WebGPU path. Not saying the reasons for that are good.

                • busterarm 6 hours ago

                  Underrated comment. Our industry is littered with business choices made over technical ones that crippled or otherwise enshittified products.