FragmentColor is a universal GPU abstraction library for Rust, Python, JavaScript, Swift, and Kotlin, where you can simply write some WGSL or GLSL code, forget about manual pipeline setup, set uniforms by key-value, and it will render on every device in existence:
| let shader = Shader::new("shader source defining my_uniform");
| shader.set("my_uniform", 0.5); // reflected from source
| renderer.render(shader);
And that’s it. The library builds on top of wgpu, so it directly targets each platform’s native graphics API: Vulkan, Metal, DirectX, OpenGL, WebGL, or WebGPU.
Check the Documentation and the API Reference for more information.
Follow the project on GitHub to stay tuned for the latest updates.
See Platform Support for details.
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