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by sarreph·7y ago·view on hn ↗
This is a refreshing take on a shader-sharing platform. My first thought was "Here's another Shadertoy competitor", but this was quashed by two core features that I think are done really well:

- A cleaner / extensive code editor (that also supports JS, woop!)

- Conversion of shader output to GIFs... Even on a laptop with a dedicated GPU, Shadertoy pulls the rug from underneath my system resources

I would like to see a grid-view (unless this already exists and I missed it) of the feed, as I don't think scrolling through a feed of linear, huge one-by-one posts is good for discovery.

1 comments
Thanks for the feedback, I like the grid idea!
No worries :) — Great to hear.

Just a question since you're here: I've poked around with WebGL / GLSL in the past and have started to get into Metal (mainly out of necessity for macOS development) — is there scope for Metal to be ported / rendered on the web, and if so would you be interested in adding that as a language?

There seems to be a fight between browser vendors for the next generation of 3D web standards - (https://news.ycombinator.com/item?id=16186043)

As soon as some browsers support an implementation, I'll try it. (However, it will be difficult if it's Safari only, since I use Linux)

there's no fight. all the major players are working out the details. the last major detail is what format the shader language will be. Google and Mozilla are currently pushing for a subset of SPIR/V, Microsoft and Apple are pushing for a subset of HLSL. Both seem to have their merits
I don't think Microsoft has stated a position on this yet. It has mostly just been Apple pushing for WebHLSL as the shader ingestion format, with most everyone else in favor of SPIR-V with a restricted execution environment.
Thank you for this information!

Agreed on the boxing-in of Safari :)