I gave a talk at the Khronos Shading Languages Symposium about the 100+ graphics samples my team at work maintains, how we're moving them from GLSL to Slang, some neat things we get out of it (like pointers, reflection, and inline SPIR-V assembly), and how you can use it too!

The video's now up here: https://www.youtube.com/watch?v=p-7_LegG3EE&list=PLYO7XTAX41FNNPsKsqy2nf1cT-NwtQUIa&index=3

And I've reuploaded the slides here with speaker notes included:
- PDF: https://developer.download.nvidia.com/ProGraphics/nvpro-samples/slides/SLS26-nvpro-samples.pdf
- PPTX: https://developer.download.nvidia.com/ProGraphics/nvpro-samples/slides/SLS26-nvpro-samples.pptx

@echoparallax Thanks for the talk! I've been wanting to learn more about slang for a while and this was exactly the intro to the language and what makes it interesting compared to more traditional shading languages that I was looking for.