Designing a programming language, even a simple one as AnyFX is hard work. It’s hard work because there are so many little things you miss during initial development and planning. Anyways, here is the progress with AnyFX so far. This video shows a shader implemented in AnyFX for OpenGL, and uses vertex, hull, domain, geometry and pixel shading. It uses hull and domain shaders to tessellated and displace the cube into a sphere. The geometry shader is used as a single-pass wireframe renderer, as described and implemented here: http://prideout.net/blog/?p=48. In the video you can see how I dynamically change tessellation inner and outer factors using an AnyFX variable.
The next step on the list is compute shaders. When they work properly and I’m satisfied with how they are handled, I’m going to start integrating this into Nebula.