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I see your point, but one issue is that you can't go from HLSL or GLSL to WGSL for compute work, as the way atomics are typed is incompatible[1]. That's a primary reason we (currently) use WGSL, because going from that to legacy shader languages does work. But then you have all the limitations of WGSL.

Slang had to make a change to its type system[2] to make this work. But they did it, and as a result Slang is appealing as an "apex" language - you can translate from that to anything, and also get advanced features lacking in WebGPU.

[1]: https://github.com/gpuweb/gpuweb/issues/2377

[2]: https://github.com/shader-slang/slang/issues/5084



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