RayMarch/shame

A fully featured DSL for writing shaders/GPU-pipelines in Rust

39
/ 100
Emerging

This project helps Rust developers create graphics programs by enabling them to define GPU pipelines and shaders directly within Rust code. It takes Rust functions describing rendering logic and outputs shader code (like WGSL) and pipeline configuration for graphics APIs such as Metal, Vulkan, or WebGPU. Game engine developers, graphics programmers, and anyone building GPU-accelerated applications in Rust would use this.

316 stars.

Use this if you are a Rust developer building a graphics-intensive application or game engine and want to define your GPU rendering pipelines with strong type safety, avoiding separate shader languages and verbose descriptor setup.

Not ideal if you are not developing in Rust or if your project requires mesh, geometry, or tessellation shaders, as these are not currently supported.

game-development graphics-programming GPU-acceleration real-time-rendering Rust-development
No Package No Dependents
Maintenance 6 / 25
Adoption 10 / 25
Maturity 16 / 25
Community 7 / 25

How are scores calculated?

Stars

316

Forks

7

Language

Rust

License

Apache-2.0

Last pushed

Oct 17, 2025

Commits (30d)

0

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