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encase
Provides a mechanism to lay out data into GPU buffers according to WGSL's memory layout rules
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SaaSHub
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ShaderConductor
Discontinued ShaderConductor is a tool designed for cross-compiling HLSL to other shading languages
I think this is the way forward for shading languages.
I'm writing a simple renderer with an OpenGL, Metal and Vulkan backend. I avoid using any shader transpiler such as Microsoft's ShaderConductor [0], as this adds a huge dependency to the project. As a hacky solution I'm simply maintaining a copy for each shading language (Metal Shading Language, GLSL, etc.). For a focused non-gaming project that seems easier.
However, having a compiler that compiles a subset of the programming language I'm using for a project (such as Rust or C++) to the individual shading languages, sounds amazing, and would make shader writing when not using a game engine more joyful.
[0] https://github.com/microsoft/ShaderConductor
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Not sure why you think WGSL is owned by the Rust community--it's clearly owned by the W3C. (That's part of why it moves so slowly.) WESL [1] is the community-owned set of extensions to WGSL that, while incomplete, promises to move it much closer to Rust.
[1]: https://github.com/wgsl-tooling-wg/wesl-spec