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Open source projects that are using Slang shading language

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Aurora

by: Autodesk

github

Description:

Aurora is a real-time path tracing renderer that leverages GPU hardware ray tracing. As a real-time renderer, it is intended to support rapid design iteration in a real-time viewport, which differs from a "final frame" production renderer like Autodesk Arnold. Aurora has a USD Hydra render delegate called HdAurora, which allows it to be used from a USD Hydra scene delegate. It can also be used directly through its own API, which is demonstrated with a standalone sample application called Plasma.

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atmosphere

by: elliahu

github

Description:

This is an implementation of a complete atmospheric model and renderer with support of multiple scattering approximation that gives the sky its specific sky-blue color, sun transmittance, aerial-perspective, soft shadows, dynamic time of day, dynamic volumetric clouds with variable sizes, types and coverage and screen space god rays approximation. All that and more running under 1.5 ms on RTX 4080.

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compute.toys

by: davidar

github

Description:

A web-based playground for WebGPU compute shaders, similar to Shadertoy but focused on compute rather than fragment shaders. The platform allows developers to write shaders using either Slang or WGSL (WebGPU Shading Language), with real-time compilation and visualisation in the browser.

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mirinae

by: Sungmin Woo

github

Description:

A small rendering engine using Vulkan with features like atmospheric scattering model by Sébastien Hillaire, Tessendorf FFT ocean, cascaded shadow mapping, deferred rendering pipeline, and so on. At the beginning all shaders were written in GLSL but slowing more and more are being translated into Slang.

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mr-math

by: Michael Tsukanov, Daniel Belov

github

Description:

Fast math library that bridges the gap between CPU and GPU. Developed with 3D graphics in mind

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Vulkan Samples

by: Sascha Willems

github

Description:

Collection of small programs that demonstrate various rendering techniques with Vulkan API. Shaders that are included in this sample bundle are: GLSL, HLSL and Slang.

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Vulkan-Path-Tracer

by: Zydak

github

Description:

Physically based offline path tracer made in Vulkan with Ray Tracing Pipeline extension. It uses energy conserving BSSRDF with Diffuse, Dielectric, Metallic and Glass lobes + volume scattering. Renders can be saved as png images. It also features post processing effects and a denoiser.

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Vulkan-RTX

by: wpsimon09

github

Description:

Simple Vulkan GPU accelerated path tracer combined with PBR raster renderer governed by nice editor, which allows you to load models, manipulate your scene,and export it using glTF format.

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Vulkan-Tutorial

by: Khronos Group

github

Description:

This is a beginner-friendly, step-by-step tutorial for learning the Vulkan graphics API. It walks you through building a Vulkan application from scratch using C++. This tutorial is a modernized version of Alexander Overvoorde’s original Vulkan-Tutorial, which initially used GLSL as its primary shading language. The updated version has been revised by members of the Khronos Group to follow current Vulkan standards, with the shading language transitioned from GLSL to Slang.

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Yave

by: Gan

github

Description:

Vulkan hobby engine that supports basic and advanced Vulkan features like tiled deferred rendering, PBR, shadows, TAA, and a bindless renderer.

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Made by wpsimon09

Source

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