Working (better) with GLSL source files

This post is a follow-on from a previous post, where I detailed the workflow I had developed for working with GLSL files, as part of developing 3D content for the web. Since then, I have refined my approach so I’m posting an update. At a high level, my approach is as follows: Store shaders as […]

Automatically validating GLSL files

If you are doing anything THREE.js/WebGL related, sooner or later you are going to start spending a significant amount of your time working in GLSL, rather than in JavaScript. In a previous post I detailed how I work with GLSL files, specifically loading them into the app itself in an convenient way. One notable missing […]