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So.. this approach is good on paper but causes many problems in practice for development of pex-renderer. What about moving to more of a library than framework approach with pex-shaders? So pure utils only and all the setup and wrapper code would move back to pex-renderer? Basically all chunks with main() in them... that would allow us develop new features in pex-renderer and move out to pex-shaders when stable.
The text was updated successfully, but these errors were encountered:
@dmnsgn any thoughts on this? My initial idea for pex-shaders was more of Lygia than removing every single line of GLSL from pex-renderer. Ideally this lib would have only pure functions and everything requiring uniforms or setup would be left in pex-renderer for faster iteration and prototyping. So pex-shaders is more like glsl-utils than pex-renderer-glsl
Many chunks are tightly coupled with their uniforms and their #defines
I would do that refactor while removing GLSL 100 as well
I would group chunks into subfolders
Standard vert/frag will have a big git diff so that would be a "rip-off the bandaid" point (ie. git history will be meh but it has to happen at some point)
pure functions and passing variables around might not be best for performance
On the plus side:
pure = good
will be easier for wgsl
might help with tree shaking (given some extra work in pex-renderer)
Standard vert/frag will have a big git diff so that would be a "rip-off the bandaid" point (ie. git history will be meh but it has to happen at some point
So.. this approach is good on paper but causes many problems in practice for development of pex-renderer. What about moving to more of a library than framework approach with pex-shaders? So pure utils only and all the setup and wrapper code would move back to pex-renderer? Basically all chunks with main() in them... that would allow us develop new features in pex-renderer and move out to pex-shaders when stable.
The text was updated successfully, but these errors were encountered: