[HN Gopher] Introducing: ShaderPad
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       Introducing: ShaderPad
        
       Author : evakhoury
       Score  : 123 points
       Date   : 2026-04-15 16:59 UTC (3 days ago)
        
 (HTM) web link (rileyjshaw.com)
 (TXT) w3m dump (rileyjshaw.com)
        
       | rgbrgb wrote:
       | looks great, congrats. quick note, the examples are really cool,
       | but the link in your blogpost is broken.
       | 
       | working link: https://misery.co/shaderpad/docs/getting-
       | started/examples/
        
         | fudged71 wrote:
         | Also one or more examples in this blog post would have been
         | great to see
        
           | rileyjshaw wrote:
           | Great point; I wasn't sure if anyone would see this post so I
           | spent most of my time on the docs. I just added a few visual
           | examples to the post. Thanks!
        
         | rileyjshaw wrote:
         | Great catch - thanks for taking the time to let me know! I just
         | fixed the link.
        
       | avaer wrote:
       | GLSL. Makes sense as the breezy path, but it seems WebGL2 is a
       | dead evolutionary branch, even if it can be transpiled over.
       | 
       | What are your thoughts on supporting other languages? Or did I
       | miss that in the docs?
        
         | koolala wrote:
         | It isn't a dead end when WebGPU failed at all their graphics
         | performance promises for being better than it in every way.
        
           | avaer wrote:
           | I was speaking more to the willingness of vendors to support.
           | It's debatable how well WebGL(2)/WebGPU are designed and
           | especially implemented. But it does seem like most
           | evolutionary features, if they make it to browsers at all,
           | would come from the WebGPU path. Not saying the reasons for
           | that are good.
        
             | busterarm wrote:
             | Underrated comment. Our industry is littered with business
             | choices made over technical ones that crippled or otherwise
             | enshittified products.
        
               | rexpop wrote:
               | But the technical is entirely subservient to business
               | concerns, or else what's the point?
        
               | busterarm wrote:
               | Sometimes that's true, like at work.
               | 
               | If you're talking about open source projects or decisions
               | by some consortium, that's not always true...or at least
               | one business is pushing their concerns at the expense of
               | others.
               | 
               | An easily remembered example is what happened (at least
               | from Pieter Hintjens' perspective, as he wrote/complained
               | at length about) between AMQP 0.9.1 and 1.0
        
           | socalgal2 wrote:
           | What part of WebGPU isn't meeting graphics performance?
           | AFAICT it's only people who continue to treat it like WebGL.
           | It's like C++ programmers complaining Rust is slow and then
           | Rust programmers say "stop using it like C++". If you want
           | perf in a low-level API liek WebGPU you have to work with it
           | using patterns that fit. If you stick to your WebGL patterns
           | then yea, your app will suck.
        
             | koolala wrote:
             | A simple PBR shader on a mobile device. Anything that is
             | basic graphics without crazy things like 10,000 lights.
        
       | spankalee wrote:
       | I like versions of this that are web components so that they're
       | declarative and you can just drop them into HTML.
       | 
       | <shader-doodle> is one: https://github.com/halvves/shader-doodle
       | but it hasn't been updated in a long time and I think builds to
       | UMD
       | 
       | <shaderview> is a newer one with a nice site, but I haven't used
       | it: https://keithclark.github.io/shaderview/
        
         | rileyjshaw wrote:
         | This is a great idea! ShaderPad should be able to wrap into a
         | web component easily. I already export a React wrapper[1], so I
         | can use a similar API for the web component.
         | 
         | Give me a few days and check back in.
         | 
         | [1]: https://misery.co/shaderpad/docs/guides/react/
        
       | mncharity wrote:
       | I revisit the site's open tab, and find a full screen, black
       | background:
       | 
       | > It is 12:56am. Do you still want to be on the internet? Yes No
       | 
       | Lol. Nice touch.
       | 
       | > No -> "Okay", fade to black.
        
         | rileyjshaw wrote:
         | Universe says go to bed :P
        
       | rileyjshaw wrote:
       | Thanks for posting this! Really appreciate everyone's comments.
        
       | denntenna wrote:
       | really appreciate this. As an occasional dabbler in shaders, I
       | find setting up the boilerplate to get a shader working on web
       | painful to setup every time I have to work on a project that
       | requires. starring this on github for later.
        
       | coxmi wrote:
       | Nice project!
       | 
       | I've been doing something very similar recently[0] with slightly
       | different goals (still a tiny bundle size, but fully typed
       | uniforms, deeper control over buffer bytes and layout, and less
       | setup than raw gl).
       | 
       | Some in the comments seem to think GL is dead, but for me I think
       | it's just an easier shader language for beginners and that's most
       | important for dabbling and many small web use cases.
       | 
       | [0] https://github.com/coxmi/gleasy
        
         | rileyjshaw wrote:
         | Nice work! Great use of proxies for setting uniforms.
        
           | coxmi wrote:
           | Thank you!
        
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       (page generated 2026-04-18 23:01 UTC)