The long-term goal is no - wander should handle shader compilation automatically. In the current version, the host app has to attach a shader using the host's shader API to render arbitrary geometry and textures.
Was looking at several different approaches to this, one of which would be cross-compiling wasm to spir-v. Most likely will expose a higher-level shader API (think shadertoy) and have wander compile to the platform backend. Also will be able to run WGSL shaders directly through Wasm with wasi-gfx support.
Was looking at several different approaches to this, one of which would be cross-compiling wasm to spir-v. Most likely will expose a higher-level shader API (think shadertoy) and have wander compile to the platform backend. Also will be able to run WGSL shaders directly through Wasm with wasi-gfx support.