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FXGL 3D rendering: camera and JavaFX shaders

https://sudonull.com/fxgl-3d-rendering-camera-and-javafx-shaders

Analysis of JavaFX 3D capabilities in FXGL: camera, PhongMaterial, GLSL shaders, RepeatCore integration. Limitations and code examples for middle/senior dev. Study the approach.

FEM Calculation of Rods on Node.js React Three.js

https://sudonull.com/fem-calculation-of-rods-on-node-js-react-three-js

Implement cloud calculation of spatial rods using the finite element method on JS stack. Euler-Bernoulli model, diagram shaders, SLAE by gradients. For middle/senior dev. Study the code and formulas.

From the web

Feb 1, 2021 ·

https://wikis.khronos.org/opengl/OpenGL_Shading_Language

Feb 1, 2021 · The OpenGL Shading Language (GLSL) is the principal shading language for OpenGL. While, thanks to OpenGL Extensions, there are several shading languages available for use in OpenGL, GLSL (and SPIR-V) are supported directly by OpenGL without extensions.

OpenGL Shading Language Documentation :: Vulkan Documentation...

https://docs.vulkan.org/glsl/latest/index.html

This site is generated using the Antora static site generator. If you need to report a problem or build the site yourself, start with the Vulkan-Site repository on GitHub.

Oct 7, 2025 ·

https://developer.mozilla.org/en-US/docs/Games/Techniques/3D_on_the_web/GLSL_Shaders

Oct 7, 2025 · Shaders use GLSL ( OpenGL Shading Language ), a special OpenGL Shading Language with syntax similar to C. GLSL is executed directly by the graphics pipeline. There are several kinds of shaders, but two are commonly used to create graphics on the web: Vertex Shaders and Fragment (Pixel) Shaders.

The OpenGL® Shading Language, Version 4.60.8 - Khronos Group

https://registry.khronos.org/OpenGL/specs/gl/GLSLangSpec.4.60.html

Aug 14, 2023 · SPIR-V features that are not controlled by a SPIR-V capability, but do have an equivalent GLSL counterpart (stages, built-in functions, types, limits, etc.) are only expected to work on OpenGL drivers that support the GLSL counterpart.

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