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The shading language of WebGPU is WGSL: https://gpuweb.github.io/gpuweb/wgsl/
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I know this is an old post but its relevant to what im doing, Im currently making a game in bevy and I need to do some ray tracing for some advanced topology math, i found a way to do it in a glsl compute shader but as far as I know wgpu still doesn't have support for ray tracing so im not sure if I can even convert this to wgsl without things breaking, so wondering If i can use glsl directly to get around what wgpu lacks. |
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I seen that there is a glsl feature flag on the main page but I can't find docs as to how it works |
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I'm trying to port my engine to rust, and all my shaders are written in glsl. I know I can compile them into spri-v, but at this time of development, anyway I can run a glsl directly?
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