{
"$type": "site.standard.document",
"bskyPostRef": {
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"uri": "at://did:plc:dxjzgxe7cvirxkwfjr2tjspt/app.bsky.feed.post/3mhh4mheriyu2"
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"path": "/t/an-attempt-at-vulkan/49433?page=2#post_32",
"publishedAt": "2026-03-19T22:28:14.000Z",
"site": "https://hub.jmonkeyengine.org",
"textContent": "\n SlangMaterialSystem.initialize(assetManager);\n // Load material just like any jME material\n Material mat = assetManager.loadMaterial(\"Materials/PbrRed.slangmat\");\n Sphere mesh = new Sphere(32, 32, 2f);\n Geometry geom = new Geometry(\"sphere\", mesh);\n geom.setMaterial(mat);\n rootNode.attachChild(geom);\n\n\nso i guess, with enough spare time slang is an option for the future. it requires some postprocessing for glsl, but full reflection and modules are working.\n\n\n SlangMaterial {\n MaterialDef: Shaders/ComposablePBR.slang\n Specialize: BlinnPhongBRDF\n Specialize: FlatNormal\n Vector3 baseColor: 0.2 0.6 0.8\n }\n\n SlangMaterial {\n MaterialDef: Shaders/ComposablePBR.slang\n Specialize: CookTorranceBRDF\n Specialize: HemisphereNormal\n Vector3 baseColor: 0.9 0.9 0.9\n }\n\n\nspecialization works too.",
"title": "An attempt at Vulkan"
}