black_hole_shader
This project provides a WebGL2 shader to render a non-rotating black hole with an accretion disc and background stars. (by ebruneton)
glslang
Khronos-reference front end for GLSL/ESSL, partial front end for HLSL, and a SPIR-V generator. (by KhronosGroup)
black_hole_shader | glslang | |
---|---|---|
1 | 6 | |
131 | 2,833 | |
- | 1.0% | |
0.0 | 9.4 | |
over 3 years ago | 2 days ago | |
C++ | C++ | |
BSD 3-clause "New" or "Revised" License | GNU General Public License v3.0 or later |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
black_hole_shader
Posts with mentions or reviews of black_hole_shader.
We have used some of these posts to build our list of alternatives
and similar projects.
glslang
Posts with mentions or reviews of glslang.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-05-20.
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Question about installing GLSL linter
One of the requirements is the OpenGL shader validator here
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Higher level language transpiling to GLSL?
you can also try this: https://github.com/KhronosGroup/glslang
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Need guidance on SPIRV reflection
So I use the glslang project, which is the reference compiler for glsl, to get my SPIRV. It's not as fast, but that's not a concern for me.
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What happened to dev-util/glslang?
It fetches release sdk-1.2.198.0.
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Semi-Fix for low framerate after a few games
glslang compiler
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What HLSL->SPIR-V compiler to use?
From what I can tell, both glslang/shaderc and Microsoft's DirectXShaderCompiler can compile HLSL to SPIR-V code. Is there a consensus on which of these is the better compiler? (wrt to accuracy, optimisations, feature completeness, etc.)
What are some alternatives?
When comparing black_hole_shader and glslang you can also consider the following projects:
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
shaderc - A collection of tools, libraries, and tests for Vulkan shader compilation.
magnum - Lightweight and modular C++11 graphics middleware for games and data visualization
DirectXShaderCompiler - This repo hosts the source for the DirectX Shader Compiler which is based on LLVM/Clang.
Simulations
SPIRV-Cross - SPIRV-Cross is a practical tool and library for performing reflection on SPIR-V and disassembling SPIR-V back to high level languages.