On Wed, May 14, 2014 at 5:41 PM, Alex Charlton <alex.n.charl...@gmail.com>wrote:
> I'm pleased to announce glls: a (pseudo-)Scheme to GLSL (OpenGL Shader > Language) compiler. Embedding GLSL shaders into your programs is now as > easy as writing S-expressions in a Scheme file. The compilation from a glls > definition to a GLSL shader happens at compile-time, so using glls has no > run-time cost (aside from having it loaded into memory). Using glls gives > your Scheme program knowledge about your shaders, so shader and program > compilation as well as attribute and uniform location retrieval is provided > automatically. > > If you're familiar with Varjo (a Common Lisp project), glls performs a > similar task but with a more limited scope. While Varjo performs > type-checking to validate its shaders, glls is a very literal compiler: you > get what you write – even if you write something wrong. Errors at the GLSL > level are therefore caught during GLSL compilation rather than during > glls->GLSL compilation. > > If I may be so bold: The best has yet to come for glls. While defining > your shaders in Scheme is convenient, the true power of this comes from > taking advantage of what your Scheme program then knows about the shaders. > Future work on glls will see automatic compilation of rendering functions > for each pipeline, as well as tools for dynamic re-loading of pipelines for > all your REPL-based shader hacking sessions. > > If you’re interested, check out the source: > https://github.com/AlexCharlton/glls > > And the docs: > https://wiki.call-cc.org/eggref/4/glls > > And if someone could add this to the egg list, I would be most > appreciative. > > https://raw.githubusercontent.com/AlexCharlton/glls/master/glls.release-info > > Thanks! > > Oh my! The documentation is huge! And with examples! Very, very nice. -- Stephen
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