Another experiment with my POINTS library. This is basically an old physarum/slime demo I made a while ago, but rebuilt with compute shaders, particles and a lot more efficient than before.

#webgpu #wgsl #graphicsprogramming #javascript #webdev #webdevelopment #genart #creativecoding #digitalart #3d #cgi #computeshaders #shaders #generativeart

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.

https://www.khronos.org/events/shading-languages-symposium-2026
#shaders #shading #language #programming #developer #GLSL #HLSL #OSL #Slang #SPIR-V #WGSL

All of this and running smoothly without losing any frames. This is the current state of graphics on the web.

#webgpu #wgsl #graphicsprogramming #javascript #webdev #webdevelopment #genart #creativecoding #digitalart #3d #cgi #computeshaders #shaders #generativeart

This demo has a 262K+ instanced particles (cubes) animated in compute shader, movement driven by a noise texture, it uses the depth map to create a slight depth of field and also some particles are emissive and to make the effect complete it has some bloom that affects only the bright particles, this thanks to the HDR output that allows those cubes to have a brightness beyond white and then those values are tonemapped to fit in the final output.

#webgpu #wgsl #graphicsprogramming #javascript

With the new version of my WebGPU library POINTS v0.6.0 (https://github.com/Absulit/points), I added a bunch of new features like support for depth maps, cameras, bloom and others, so I wanted to make a demo that used all of these.

#webgpu #wgsl #graphicsprogramming #javascript #webdev #webdevelopment #genart #creativecoding #digitalart #3d #cgi #computeshaders #shaders #generativeart

I also updated my POINTS library a couple of days ago to v0.6.0 (and a fix in the queue) with depth maps/shadow maps, bloom, wireframes

https://github.com/Absulit/points

The image is from a personal demo I'm currently working

#webgpu #wgsl #javascript #generativeart #genart #digitalArt #webdev

I have this very clear demo with a lot less particles than a million, and it looks like it has more that the million one.

Also the workgroup sizes are different so that might be related.

I will check this later.

#webgpu #wgsl

I think I understand better compute shaders than before. A thing that still eludes me is the fact that, even when I know I have 1 million particles, they are not all visible, even when I thought that was the case. I'm not entirely sure what it is, (not an expert but I manage to) it could be some sync issue related to random numbers, like it generates the same value and the particles overlaps

#webgpu #javascript #wgsl #webdev

Still diving into gpu compute. Ended up with WebGPU (wgpu-native) purely because it was the first one I managed to get up and running.

I'd like to use read_write storage textures for custom blending, where reading the dest color is helpful. Does anyone more gpu savvy know if it's a feature that has a lot of caveats? Like "it works but is slow/isn't supported on most hardware/etc".

I can get around it with some texture ping ponging, but it would be simpler not to.

#webgpu #wgsl #graphics

Lots of videos in this one. Turns out full screen shaders and drag to place belts are harder than one might think. I think I have a cool thing to contribute to the #Factory game genre. https://exofactory.net/blog/2025-12-04/

#bevy #GameDev #rust #WGSL

Draggable Belts, Electricity, & View Modes

This month brought draggable belts, electricity, and new view modes. Belt placement is way less tedious now, buildings need power to run, and global mode finally has useful overlays. The productivity shader came out looking really cool. Lots of shader learning was involved.