shame
lets you write shader recipes in rust, which can be turned into shaders and pipelines at runtime!
You can generate parts of the shaders based on runtime conditions, use the rust type system, output entire pipeline layouts and more!
shame
is very experimental!
shame
pipelines are written as small rust functions which are "recorded" and return...
- ...shader
String
s- vertex/fragment or compute shaders
- ...pipeline layout information
- face culling,
- z-test/z-write,
- blending,
- index format/primitive topology,
- vertex attributes and buffer layouts,
- color/depth targets and formats,
- bind group layouts,
- push constant type
use shame::prelude::*;
fn my_render_pipeline(mut f: RenderFeatures) {
// use `f` to build your shader
// define a vertex layout
#[derive(shame::Fields)]
struct MyVertex {
pos: float3,
color: float4,
}
// use the vertex layout in this shader
let vert: MyVertex = f.io.vertex_buffer();
// use an index buffer containing u32s
let topology: TriangleList<u32> = f.io.index_buffer();
// read from the 0th bind group
let mut group0 = f.io.group();
// which has a uniform block at binding #0
let matrix: float4x4 = group0.uniform_block();
// use the uniform data in calculations
let clip_xyzw = matrix * (vert.pos, 1.0);
// rasterize triangles at clip space positions with clockwise culling
let polygon = f.raster.rasterize(
clip_xyzw, Cull::CW, topology,
);
// vertex -> fragment interpolation
let mut frag_color = polygon.lerp(vert.color);
// read the push constant as a float
let time: float = f.io.push_constant();
frag_color += time.sin() * 0.1;
// write to an sRGB render-target with alpha.
// use alpha blending with frag_color as src color
f.io.color::<RGBA_8888_sRGB>().blend(
Blend::alpha(),
frag_color
);
}
fn main() {
// generate the shaders and pipeline layout
let out = shame::record_render_pipeline(my_render_pipeline);
let (vertex_shader, fragment_shader) = &out.shaders_glsl;
let pipeline_info = &out.info;
println!("{out}");
}
// more examples in the examples folder!
Feature | Status | |
---|---|---|
GLSL (Vulkan) out | ✅🚧 | supported, not feature complete yet |
GLSL (OpenGL) out | ✖️✋ | will probably implement if people ask for it |
WGSL out | 🗓️ | planned |
render pipeline layout | ✅ | supported, not feature complete yet |
compute pipeline layout | ✅ | supported |
vertex shaders | ✅ | supported |
fragment shaders | ✅ | supported |
compute shaders | ✅ | supported |
geometry shaders | ✖️ | unsupported, not planned |
hull/domain shaders | ✖️ | unsupported, not planned |
🔥 hot reloading | ✅ | supported, see examples |
We have a discord server where you can ask questions, give feedback, contribute or show your creations! https://discord.gg/Xm5Ck7CCJk
- wgpu: recommended graphics library for use with
shame
- naga: if you want to convert
shame
's GLSL output to SPIR-V etc. - other ways to write shaders in rust:
- rust-gpu: rust as a first-class language and ecosystem for GPU graphics & compute shaders
- rasen: generates SPIR-V bytecode from an operation graph (+ DSL)
- shades: a different approach of a shader EDSL in rust
- rendiation: Rendiation Rendering Framework
Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in shame by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.