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Converting colors in JavaScript at 6B operations per second

31 pointsby dkryaklinlast Thursday at 12:04 PM9 commentsview on HN

Comments

hypfertoday at 8:26 AM

Cool tech, but the writing flags as AI.

em dash, staccato

no thing 1, no thing 2, just thing 3

__

Please don't harm your work like this. Let it speak for itself + add your authentic voice.

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AltruisticGapHNtoday at 10:55 AM

What's up with AI producing low usability websites? Dark mode, tiny fonts, gray text on black background, and so on.

herodoturtletoday at 6:30 AM

So great to see WebGL stuff featuring on the front page.

It was OpenGL that got me into graphics and games programming from a young age - NeHe's tuts in particular (anyone remember those?).

Are there similar introductory tuts for WebGL?

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hrydgardtoday at 9:34 AM

This is just AI slop explaining the very basics of what a pixel/fragment shader is. The usecase is not particularly useful. Doesn't belong on HN.

well_ackshuallytoday at 9:46 AM

Ah yes, surely those 6B operations per second are very usable by the CPU and don't take a massive performance hit by syncing. It's definitely not an article to say "i let a fragment shader do very simple math and it was very fast".

jherikotoday at 7:19 AM

[dead]

rohitsriramtoday at 6:51 AM

The key insight here that's easy to miss is that they never read data back from the GPU to the CPU. Most GPU-accelerated web demos lose half their gains to that round trip. By keeping the result on screen and handling the single-pixel cursor lookup with the CPU library instead, they sidestep the bottleneck entirely. The 400x gap over CPU isn't just about parallelism, it's about not fighting the architecture.

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