Material Contracts
Define WGSL materials with strict validation for uniforms, textures, includes, and defines before runtime surprises happen.
If you need performance, clarity, and composability in WebGPU for Svelte, this is the stack.
Features
From a single fullscreen fragment shader to multi-pass effects, MotionGPU gives you strict contracts and deterministic runtime behavior.
Define WGSL materials with strict validation for uniforms, textures, includes, and defines before runtime surprises happen.
Orchestrate deterministic frame flow with explicit ordering, stages, and invalidation behavior tailored to your scene.
Compose render passes and named render targets to scale from one fullscreen shader to full visual pipelines.
Normalize WebGPU and WGSL failures into structured reports with source snippets, actionable hints, and production-ready error handling.
How It Works
From first shader line to production diagnostics, each step keeps rendering behavior explicit and composable.
Start with a strict fragment contract and a deterministic material definition that can be rebuilt safely.
Attach typed uniforms, textures, defines, and includes so runtime data stays explicit and verifiable.
Use useFrame and context APIs to update uniforms or textures with deterministic scheduling behavior.
Chain ShaderPass, BlitPass, and CopyPass with render targets to build post-processing pipelines.
Use normalized errors and scheduler diagnostics to debug quickly and tighten frame-time budgets.
Start with a strict fragment contract and a deterministic material definition that can be rebuilt safely.
Use useFrame and context APIs to update uniforms or textures with deterministic scheduling behavior.
Use normalized errors and scheduler diagnostics to debug quickly and tighten frame-time budgets.
Attach typed uniforms, textures, defines, and includes so runtime data stays explicit and verifiable.
Chain ShaderPass, BlitPass, and CopyPass with render targets to build post-processing pipelines.
FAQ
A quick introduction to what MotionGPU is, who it is for, and how to begin.
Open the playground to iterate fast, then move to docs for strict contracts, render passes, and deterministic frame scheduling.