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A shader EDSL for writing render and compute pipelines in rust

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I couldn't find a published crate for shame, but maybe it's under an unexpected name? Or is there some other plan for distribution or this just hasn't been done yet?

I see this is planned, but it's also clearly a lot of work. What would be the limiting factors in considering wgsl support as a first class output language? Great...

It didn't look to me like image types were supported yet? For example, I'd like to bind a render target for the shaded outputs of a compute level ray tracer...

This pr just rustfmt's the code. There were a few lines that rustfmt was having trouble with, I fixed those manually. This is in preparation for another pr. Merging this...

The diff for this will be hard to read until https://github.com/RayMarch/shame/pull/4 is merged. I suggest looking at that first. In this PR I run `cargo clippy --all-targets` and fix all...