- From: Corentin Wallez <cwallez@google.com>
- Date: Tue, 12 Oct 2021 15:32:17 +0200
- To: Takahiro Aoyagi <taoyagi@mozilla.com>
- Cc: public-gpu <public-gpu@w3.org>
- Message-ID: <CAGdfWNMNUDKacV0pAxOj5SdwPhyOzZN=dcA3GUz-y4sFyvx4gw@mail.gmail.com>
Thanks for sharing, it looks great! A couple comments if you don't mind: - You could add a key for Chromium's WebGPU Origin Trial <https://web.dev/gpu/> so that most people using Chromium can visit your site and have WebGPU working. - When there is an error, the lines with errors get highlights but we don't get the error message from the compiler? I've personally been writing a bunch of WGSL lately and we're missing a good code editor at the moment. I keep re-running my program just to find that I missed a "u" suffix on some literal or another small error. Having realtime compilation checks like in your sandbox (maybe without the "compile" button) would make the experience much better! Corentin On Tue, Oct 12, 2021 at 3:36 AM Takahiro Aoyagi <taoyagi@mozilla.com> wrote: > Hi all, > > I made a tiny online WGSL editor. You can test WGSL on your web browsers. > > Demo and source: https://github.com/takahirox/online-wgsl-editor > Video: https://twitter.com/superhoge/status/1447094735110213634 > > I made it because it would help people who want to learn WGSL. Actually > writing the shader code will help them understand the WGSL specification. > > I would be happy if you share it with your friends who are interested in > WGSL. > And feedback and contribution is very welcome. > > Thanks > > Takahiro Aoyagi > >
Received on Tuesday, 12 October 2021 13:32:50 UTC