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Convert a few GLSL shaders to Rust #4
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Potential issue for @termhn |
@Jasper-Bekkers could you add the other ark shaders to the repo? |
@Jasper-Bekkers added the sky shader today in PR #71 which is a step towards this and nice to have a little big more complex shader than what we've had before. Think we can leave this open for a while though as we'll need a whole bunch of different test and real shaders. So having like 5 different ones would be good, and later more a test suite (but that would be separate issue) |
Yes - I think we'll get @termhn onboarded next week starting with this issue :) |
I think this can be closed now on the rust-gpu side? We have converted quite a few shaders to Rust. |
We talked about today that we should convert a few of our existing rendering shaders to Rust to see how well we could express it, even if we can't compile it to SPIRV or run them yet. Having a few GLSL or HLSL shaders here in the repo that we also have a manually converted Rust versions of, initially maybe just rough Rust psuedo code but can also try and build them in a Rust CPU crate project to actually compile it.
Can take for example the Ark mesh and sky shaders, they are quite basic and fine to duplicate to this repo for testing.
This would be a helpful guide to see what functions we would want in a shader core crate, that doesn't exist in Rust std, also for easy porting of existing shaders. And will be a guide to see what areas of Rust are the least ergonomic for shaders where we may want to have Rust language shaders to simplify it.
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