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gssl-playground

v0.1.0

Published

Interactive playground for @hszhai/gssl — pick a Gaussian-splat shader and orbit a shaded sphere.

Readme

GSSL playground

▶ Live demo: https://hszhai.github.io/gssl-playground/

An interactive playground for @hszhai/gssl — the Gaussian-Splat Shading Language. Pick a shader from the gallery, orbit a shaded sphere, move the light, and switch the renderer (WebGL / CPU reference).

This repo is also the reference consumer of the package: it depends only on @hszhai/gssl's public API (runShader, the shader gallery, the Splat / SplatProvenance types, and the SHADE_* / KERNEL_* constants for reading the shade bus) and brings its own renderer — proving GSSL is renderer-agnostic.

npm install      # pulls @hszhai/gssl from npm
npm run dev       # open the playground
  • src/sphere.ts — a provenance-rich sphere (normal / uv / curvature / tangent).
  • src/glraster.ts — the app's WebGL2 EWA splat renderer (the fast path); reads the shade bus via the package's exported lane constants.
  • src/raster.ts — a tiny CPU EWA rasterizer; used by the headless smoke test (no GPU in Node) and as the readable reference for the same math.
  • src/snippets.ts — the GSSL source shown in the code panel.
  • src/main.ts — the app: shader dropdown, orbit, light sliders, the live over(…) compose control, and the teaching panel.
  • npm run smoke — headless render of every gallery shader to scripts/out/, asserting the package is consumed and produces non-blank output.

How it consumes GSSL

import { runShader, GSSL_SHADERS } from '@hszhai/gssl';

const bus = runShader(GSSL_SHADERS[i].shade, splats, provenance, { eye, light, time }, restScale);
// runShader writes color/opacity/footprint into `splats` and returns the shade
// bus (flatness + kernel per splat) — hand both to your renderer.