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An attempt at Vulkan

jMonkeyEngine Hub March 19, 2026
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SlangMaterialSystem.initialize(assetManager); // Load material just like any jME material Material mat = assetManager.loadMaterial("Materials/PbrRed.slangmat"); Sphere mesh = new Sphere(32, 32, 2f); Geometry geom = new Geometry("sphere", mesh); geom.setMaterial(mat); rootNode.attachChild(geom); so 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. SlangMaterial { MaterialDef: Shaders/ComposablePBR.slang Specialize: BlinnPhongBRDF Specialize: FlatNormal Vector3 baseColor: 0.2 0.6 0.8 } SlangMaterial { MaterialDef: Shaders/ComposablePBR.slang Specialize: CookTorranceBRDF Specialize: HemisphereNormal Vector3 baseColor: 0.9 0.9 0.9 } specialization works too.

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