Hey HN,<p>Isaac Clayton again[0]! This summer I worked as an intern at tonari[1] where I developed algorithms for real-time 3D scene construction on the GPU. As a part of my research, I developed a library / tool for prototyping shader-based graphical pipelines on the GPU. This tool, Shadergarden[2], uses GLSL[3] for shaders, but introduces a lisp-like configuration language[4] for chaining shaders (and other transformations) into directed acyclic graphical pipelines. We've been using it for both art and research, kinda like a local Shadertoy.<p>Hope you enjoy the write up, have a nice day!<p>PS — If your browser automatically pauses videos, you might need to 'show video controls' to play some of the visualizations.<p>[0]: <a href="https://news.ycombinator.com/item?id=25347140" rel="nofollow">https://news.ycombinator.com/item?id=25347140</a> / <a href="https://news.ycombinator.com/item?id=26212491" rel="nofollow">https://news.ycombinator.com/item?id=26212491</a><p>[1]: <a href="https://tonari.no" rel="nofollow">https://tonari.no</a><p>[2]: <a href="https://github.com/tonarino/shadergarden" rel="nofollow">https://github.com/tonarino/shadergarden</a><p>[3]: <a href="https://thebookofshaders.com/" rel="nofollow">https://thebookofshaders.com/</a><p>[4]: <a href="https://github.com/tonarino/shadergarden/blob/master/LISP.md" rel="nofollow">https://github.com/tonarino/shadergarden/blob/master/LISP.md</a> (When all you have is a compiler, everything's a DSL)