







SPIRV-Reflect is a lightweight library that provides a C/C++ reflection API for SPIR-V shader bytecode in Vulkan applications.
Vulkan Ray Tracing Tutorial KHR
A comprehensive tutorial for learning Vulkan ray tracing with practical examples.
Introduction - Vulkan Tutorial
A tutorial that teaches you everything it takes to render 3D graphics with the Vulkan API. It covers everything from Windows/Linux setup to rendering and debugging.
Diagram of vertex input and multiple bindings
31K subscribers in the vulkan community. News, information and discussion about Khronos Vulkan, the high performance cross-platform graphics API.
Vulkan Shader Resource Binding
In this blog post we will go into further details of one of the most common state changes in scene rendering: binding shader resources such as uniform- or storage-buffers, images or samplers.

Writing an efficient Vulkan renderer
In 2018, I wrote an article “Writing an efficient Vulkan renderer” for GPU Zen 2 book, which was published in 2019. In this article I tried to aggregate as much information about Vulkan performance as I could - instead of trying to focus on one particular aspect or application, this is trying to cover a wide range of topics, give readers an understanding of the behavior of different APIs on real hardware and provide a range of options for each problem that needs to be solved. At the time of publishing this article, the Kindle edition of the book is available for $2.99 on Amazon - that’s cheaper than a cup of coffee and it’s definitely worth your time and money. It contains many great articles about rendering effects and design. This, however, is the full, free of charge copy of the article - hopefully it will help graphics programmers to understand and use Vulkan to the full of its ability. The article has been lightly edited to mention Vulkan 1.1/1.2 promotions where applicable - fortunately, not much has changed in the last two years for Vulkan performance, so the content should still be mostly accurate. Enjoy!
Visualizing GL_NV_shader_sm_builtins
Using GL_NV_shader_sm_builtins to visualize Streaming Multiprocessors and Warps
Command Buffers :: Vulkan Documentation Project
Command buffers are objects used to record commands which can be subsequently submitted to a device queue for execution. There are two levels of command buffers - primary command buffers, which can execute secondary command buffers, and which are submitted to queues, and secondary command buffers, which can be executed by primary command buffers, and which are not directly submitted to queues.
EEVEE Realistic Lighting and Rendering
Master realistic lighting in EEVEE - rendered in fractions of a second. Introducing: a complete course unlocking the true power of EEVEE in Blender 5.0 with Vulkan.

modular and versioned GLSL
a WebGL demo of glsl-lut, for efficient color transforms on the GPU. source code here Contents # Intro glslify Installing Dependencies Compiling The Shader Relative Requires Example Modules The Awesomeness of NPM Unit Testing Extras As a Source...

GitHub - bnpr/Malt: Render framework for NPR.
Render framework for NPR. Contribute to bnpr/Malt development by creating an account on GitHub.
Shdr Editor
Shdr is a live ESSL (GLSL) shader editor, viewer and validator powered by WebGL and built by Thibaut Despoulain (BKcore).
Rive Renderer — now open source and available on all platforms
Made for Rive and dedicated to our runtimes.
