#Hlsl

N-gated Hacker Newsngate
2026-01-11

✨🎨 Breaking news: yet another tech genius spends holiday break inventing a for because, clearly, what the world needs now is more ways to debug shaders. 🙄 Meanwhile, in a shocking turn of events, we discover people might actually want useful tools. Who would've guessed?! 💡🔍
abolishcrlf.org//2025/12/31/Pr

GripNewsGripNews
2026-01-11

🌘 在 HLSL 中實現 printf 函式的實驗性方法
➤ 打破 GPU 偵錯僵局:利用編譯器黑魔法將 printf 帶入著色器世界
abolishcrlf.org//2025/12/31/Pr
在著色器開發過程中,缺乏直觀的偵錯工具一直是開發者的痛點,尤其是像 `printf` 這樣在 CPU 程式開發中極為普遍的功能。由於 GPU 的平行處理特性以及對字串處理的效能限制,在 HLSL 中實作 `printf` 具備極高挑戰性。本文作者 Chris Bieneman 提出了一種創新的實驗性方案,透過修改 DirectXShaderCompiler (DXC) 與 Clang,將複雜的字串處理與格式化邏輯移出 GPU,改在編譯時期生成字串表。這種方法不僅避免了著色器二進位檔的膨脹,更利用了 C++ 的可變參數模板(Variadic Templates)與 GPU 的 Wave 指令集,實現了高效且不依賴驅動程式更新的偵錯資訊輸出。
+ 這正是 DXC 長久以來缺失的功能!雖然目前

2026-01-08

Early Bird pricing for the Shading Language Symposium ends on January 18th. Register now to attend this inaugural, ground-breaking event that will bring together graphics and computer shader programmers, researchers and technical artists with shading language implementers to explore the landscape of shading languages, their future development, and new techniques.

khronos.org/events/shading-lan
#shaders #shading #language #programming #developer #GLSL #HLSL #OSL #Slang #SPIR-V #WGSL

Early Bird pricing for the Shading Languages Symposium ends January 18
2025-12-29

PEAK: A Performance Engineering AI-Assistant for GPU Kernels Powered by Natural Language Transformations

#CUDA #HIP #HLSL #AI #LLM #NLP

hgpu.org/?p=30477

2025-11-11

We are excited to announce the Shading Language Symposium's conference program is now available!

Conference Program: khronos.org/events/shading-lan
#shading #language #glsl #hlsl #osl #slang #spirv #wgsl #gpu #programming

2025-11-05

Oriol Engine: как мы решили проблему кросс-компиляции шейдеров

${habrauser} , Привет! При разработке игрового фреймворка Oriol Engine (которая, к слову, до сих пор ведётся) мы столкнулись с проблемой написания шейдеров для Cross-API рендеринга. В RHI-слой данного фреймворка было запланировано добавить поддержку таких графических API , как DX11/DX12 , OpenGL и Vulkan . И вот тут возникает вопрос: как же писать шейдеры на одном языке и обеспечить их поддержку на других графических API ?

habr.com/ru/articles/963306/

#HLSL #glsl #шейдеры #компиляторы

2025-10-29

Writing a deferred renderer in SDL3 GPU but banging my head against this wall. Trying to reconstruct the original world position from the depth pass, but all I get is this red gradient instead of the expected green-yellow-red cube in the visualisation!

Pictured: depth, reconstructed world position, albedo, original world position visualisation.

🧵 1/n

#gamedev #sdl3 #sdl #hlsl #deferred

Raw depthReconstructed world position from depthAlbedoOriginal world position
2025-09-07

CrossTL: A Universal Programming Language Translator with Unified Intermediate Representation

#CUDA #Vulkan #HLSL #GLSL #HIP #DirectX #OpenGL #Compilers #Package

hgpu.org/?p=30171

Anyway, I made something! And I wrote a post about it:

buscalaexcusa.com/posts/2025/s

It's not gonna blow your minds, but it made me happy 🌈 🍕

#vfx #unity #unity3d #shaders #shadergraph #hlsl

Two brick walls. One is just a plain texture, the other has a parallax effect applied.
2025-08-07

Khronos announced the inaugural Shading Languages Symposium, that will take place on February 12-13, 2026, in San Diego, California. The symposium will bring together developers, implementors, researchers, and technical artists to explore the current state and future development of #shading languages and real-time #rendering technologies. The open call for submissions for the symposium closes on October 12, 2025.

khr.io/1le
#glsl #hlsl #osl #slang #spirv #wgsl

Inaugural Shading Languages Symposium takes place February 12-13, 2026
Thomas Maria Helzlethomashelzle@mastodon.art
2025-07-02
Thomas Maria Helzlethomashelzle@mastodon.art
2025-07-02

"Burning Away Our Future"

38° C today...

· · ·

Ported this ocean: shadertoy.com/view/MdXyzX to a TiXL compute shader HLSL as an exercise for point displacement and combined it with particles...

Sound is 100% synthesised in Synthmaster 3.

· · ·

#TiXL #realtime #newmediaart #abstractart #particles #livingpainting #creativecoding #hlsl #gpu #shader #procedural #visualart #audiovisual #sounddesign #Zen #wuwei #dao #mastoart

Thomas Maria Helzlethomashelzle@mastodon.art
2025-06-22

The Orb · Part IV · Love

"Close your eyes, fall in love, stay there." · Rumi

Full version in 4k 60fps:
youtu.be/m3LjjM6I2uo

The fourth video in this series is once again created in TiXL with the new SDF forces in combination with my custom symmetrical turbulence force.
Soundtrack in Bitwig Studio.

May you be well!

· · ·

#mastoart #trauma #TiXL #realtime #particles #livingpainting #creativecoding #hlsl #gpu #shader #audiovisual #audioreactive #sounddesign #math #sdf #wisdom #love

Thomas Maria Helzlethomashelzle@mastodon.art
2025-06-22

The Orb · Part IV · Love

The only force that can heal us is love:

"Close your eyes, fall in love, stay there."
· Rumi

"You have to keep breaking your heart until it opens."
· Rumi

"The broken places is where the light comes in."
· Rumi

May you be well!

· · ·

#mastoart #trauma #TiXL #realtime #newmediaart #abstractart #particles #livingpainting #creativecoding #hlsl #gpu #shader #procedural #visualart #audiovisual #audioreactive #sounddesign #Zen #wuwei #dao #math #sdf #wisdom #love

2025-06-20

Зажигаем миллиард цветов миллионом строк

Надругательство над C# , C++ и HLSL , игрища с булками и буферами, тройная полиглотность, SIMD , пепекторы, DirectX , экономия 800 Тб ОЗУ, быстрая степень и многое другое. В этой части я расскажу и покажу, как делал софт на собственном фреймворке, который управляет ядерной подсветкой и механической видеостеной. Осторожно, трафик!

habr.com/ru/articles/902040/

#c# #net #C++ #hlsl #directx #подсветка #мониторы_и_тв #simd #ненормальное_программирование #программирование

2025-06-20

Зажигаем миллиард цветов миллионом строк

Надругательство над C# , C++ и HLSL , игрища с булками и буферами, тройная полиглотность, SIMD , пепекторы, DirectX , экономия 800 Тб ОЗУ, быстрая степень и многое другое. В этой части я расскажу и покажу, как делал софт на собственном фреймворке, который управляет ядерной подсветкой и механической видеостеной. Осторожно, трафик!

habr.com/ru/articles/902040/

#c# #net #C++ #hlsl #directx #подсветка #мониторы_и_тв #simd #ненормальное_программирование #программирование

Thomas Maria Helzlethomashelzle@mastodon.art
2025-06-12

Moebius City · A SDF Fractal Journey

"Run from what’s comfortable.
Forget safety.
Live where you fear to live.
Destroy your reputation.
Be notorious.
I have tried prudent planning long enough.
From now on I’ll be mad."

· Rumi ·

· · ·

Custom SDF fractals in TiXL rendered via raymarching + 1 million particles running in realtime in 4k 60fps on my 3070 laptop GPU.

· · ·

#TiXL #realtime #mastoart #rumi #sdf #fractal #hlsl #shader #moebius #creativecoding

youtu.be/h1fOa6XOd0g

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