WebGPU Shader Limits
Limits can be a fun thing to look out for when exploring unconventional ways to use something in a safe, consensual, way. A while ago I got in my mind that it would be cool to try to dump data directly in the shader code string. Engrave the data in the code instead of going with the common approach of providing it through some external mechanism (textures, buffers, etc). This manipulation of the code string would happen before it being compiled and by making use of some sort of pre-processor that could update the shader code in unusual ways. A lispic meta shader code as a service or something like that. That road led me to over-engineer a demoscene engine that still grabs my attention to this day and hopefully will bring its first fruits in Inercia 2025 or 2026. But this will be the…