With IV code, that goes out the way.
[0] examples Matrix 3D shader: https://www.shadertoy.com/view/4t3BWl - Very fast procedural ocean: https://www.shadertoy.com/view/4dSBDt
With IV code, that goes out the way.
[0] examples Matrix 3D shader: https://www.shadertoy.com/view/4t3BWl - Very fast procedural ocean: https://www.shadertoy.com/view/4dSBDt
Hence why most companies are either using HLSL, even outside games industry, or adoption the new kid on the block Slang, which NVidia offered to Khronos as GLSL replacement.
So GLSL remains for OpenGL and WebGL and that is about it.
How would you use shared/local memory in GLSL? What if you want to implement Kahan summation, is that possible? How's the out-of-core and multi-GPU support in GLSL?
> People don't understand
Careful pointing that finger, 4 fingers might point back... Shadertoy isn't some obscure thing no one has heard of, some of us are in the demoscene since over 20 years :)
> some of us are in the demoscene since over 20 years :)
Demoscene is different, though what I'm imagining with shadertoy and what it could be hasn't really been implemented. GLSL shaders are fully obscure outside of dev circles and that's a bummer.
In compute shaders the `shared` keyword is for this.