jimmi
gyebnar.bsky.social
jimmi
@gyebnar.bsky.social
#wgsl is so cool: I can use the same shader source for multiple vertex and fragment shaders and they share data structures.
August 29, 2025 at 8:02 PM
First render after rewriting my toy engine from Vulkan to #WebGPU. I'm awestruck, again.

Upside down, GUI missing, shadow map bug - but not a black screen. Those were common for me in C++, it tells you how you _can_ use an API, but #rust tells you how you _should_. And #wgpu & #vulkano are awesome.
February 28, 2025 at 11:06 AM
This is my 3D transformation matrix naming scheme. Just remember the same space should stand on both sides of multiplications and you'll be fine.
February 13, 2025 at 4:48 PM
My displacement shader just applies normal mapping on the original surface normals as if no displacement was happening.

I was worried about that when I wrote it. Turned out acceptable.

Adjusting the gradient is a bit more involved as it needs info about mesh topology in the vertex shader.
February 10, 2025 at 1:10 PM
A 2x2 Lego brick looks big enough to host two USB-C ports, a small STM32 microcontroller and an RGB led. I'm thinking about an electronics extension to Lego, and connecting blocks to each other could be an easy and fun way to build.
November 24, 2024 at 9:06 PM