Resources aligned with the GLSL-extension concept

Resources aligned with the GLSL-extension concept

1) Languages / DSLs for shaders

  • Funslang — a pure functional shading language that compiles to GLSL; ML/Haskell-inspired.
  • Slang / Slang.D — an extensible (HLSL-like) shading language; Slang.D adds first-class automatic differentiation.
  • GPipe (Haskell) — a typesafe functional GPU graphics EDSL with a shader DSL; alternative to imperative OpenGL.

2) SDF / Ray Marching libraries & examples

  • easyshader — concise Python/Taichi SDF renderer with many primitives, transforms, and smooth ops.
  • JumpFlooding-taichi — Taichi implementation of the Jump Flooding Algorithm for distance fields/Voronoi.
  • awesome-taichi — curated Taichi projects; includes SDF generation, voxel tools, ray tracing demos.

3) Complex numbers / functional & abstract computation (Julia ecosystem)

  • GLMakie.jl — OpenGL backend for Makie; high-performance interactive plotting/visualization.
  • Luxor.jl — simple static 2D vector graphics in Julia (PNG/SVG, turtle graphics, clipping, etc.).
  • Lindenmayer.jl — L-systems (fractal/plant growth) for procedural geometry and self-similar structures.

4) Quantum / holographic inspirations

5) Low-tech / constraint-driven culture (code golf, demoscene)

  • Demoscene — size-limited “intros” (4K/64K) pushing procedural graphics/sound under extreme constraints.
  • Shader Minifier — minify/obfuscate GLSL/HLSL; widely used in 4K/64K intros and beyond.
  • Shader Code Golfing (tutorial) — practical tips for shrinking shader code while keeping effects.
  • Bytebeat (Viznut) — “one-line” audio; ultra-minimal generative music as inspiration for compact expressions.

6) Fantasy console / constrained 3D experiments

7) Math-first shader references (for SDF/complex)

  • Inigo Quilez — Articles — foundational SDF/ray-marching/analytic gradients, distance ops, and more.
  • CindyJS — interactive math/geometry engine with CindyScript; Möbius transforms, complex-plane workflows.

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