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https://s-macke.github.io/WebGPU-Lab/

Demos and experiments in WebGPU technology. Focus on compute shaders.
https://s-macke.github.io/WebGPU-Lab/

2d-graphics compute-shader demos webgpu wgsl-shader

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Demos and experiments in WebGPU technology. Focus on compute shaders.

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# WebGPU-Experiments

Demos and experiments in WebGPU technology. The focus is especially on compute shaders.

# **[Demo][project demo]**

## Description

### WebGPU Features
Shows the features and limits of the selected GPU.
Two different GPU types can be selected. Either "high-performance" or "low-power".
This plays only a role, if you have more than one GPU in your system.

### Simple Render of Texture
Simple texture rendering. The image is transferred into a texture and is rendered via the render pipeline.

[Vertex Shader](src/scripts/render/render.vert.wgsl)

[Fragment Shader](src/scripts/render/render.frag.wgsl)

### Global illumination
Conversion from the [smallpt](https://www.kevinbeason.com/smallpt/) raytracer into a shader.

Main Source: https://www.shadertoy.com/view/4sfGDB

Translated from GLSL to WGSL.

[Compute Shader](src/scripts/raytrace/light.wgsl)

### Protean Clouds
Source: https://www.shadertoy.com/view/3l23Rh

Translated from GLSL to WGSL.

[Compute Shader](src/scripts/raytrace/cloud.wgsl)

### Collatz Conjecture
Source: https://github.com/gfx-rs/wgpu/tree/trunk/examples/hello-compute

[Compute Shader](src/scripts/collatz/collatz.wgsl)

### Voronoise
Source: https://www.shadertoy.com/view/Xd23Dh

Translated from GLSL to WGSL.

[Compute Shader](src/scripts/raytrace/voronoise.wgsl)

### FBM
A Noise + FBM shader.

[Compute Shader](src/scripts/raytrace/fbm.wgsl)

### Diffuse Raytracing
Global illumination with diffuse scattering based on ray-triangle intersections.

### 2D Light
Original Source: https://www.shadertoy.com/view/4dfXDn

Translated from GLSL to WGSL.

### 2D Light Propagation
Light Propagation based on circular harmonics.

Original Source: https://www.shadertoy.com/view/fld3R4

Translated from GLSL to WGSL.

[Compute Shader](src/scripts/light/)

### Signed Distance Field
Source: https://www.shadertoy.com/view/tdjBzG

Translated from GLSL to WGSL.

[Compute Shader](src/scripts/sdf/sdf.wgsl)

### Fluid Simulation

[Code](src/scripts/fluid)

# Tutorial

https://sotrh.github.io/learn-wgpu/beginner/tutorial5-textures/#loading-an-image-from-a-file

[project demo]: https://s-macke.github.io/WebGPU-Lab/