Shading Languages Symposium 2026
Shading Languages Symposium 2026
February 12-13, 2026
San Diego, USA
Event Presentations Now Available
Presentations and other assets from this event are presented here. For information on upcoming events,
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A Look Inside a Unity Shader
Presenter: Jesse Barker, Unity Technologies
A Look Inside a Unity Shader
Presenter: Jesse Barker, Unity Technologies
Abstraction done right,  first do no harm
Presenter: Francisco Letterio, DevSH Graphics Programming
Abstraction done right, first do no harm
Presenter: Francisco Letterio, DevSH Graphics Programming
Empowering Artists to Create Shaders
Presenter: Ben Cloward, ILM (Industrial Light & Magic)
Empowering Artists to Create Shaders
Presenter: Ben Cloward, ILM (Industrial Light & Magic)
Gigi - A Rapid Graphics R&D Platform
Presenter: Alan Wolfe, SEED, Electronic Arts
Gigi: A Rapid Graphics R&D Platform
Presenter: Alan Wolfe, SEED, Electronic Arts
GLSL - Origins, Observations, and Opportunities
Presenter: Randi Rost, Randi Rost Consulting/LunarG
GLSL: Origins, Observations, and Opportunities
Presenter: Randi Rost, Randi Rost Consulting/LunarG
HLSL - Decades in the Making
Presenter: Chris Bieneman, Microsoft
HLSL: Decades in the Making
Presenter: Chris Bieneman, Microsoft
Instrumenting SPIR-V for GPU-AV Validation
Presenter: Spencer Fricke, LunarG
Instrumenting SPIR-V for GPU-AV Validation
Presenter: Spencer Fricke, LunarG
Keep it DRY - From C++20 to GPU Compute
Presenter: Koen Samyn, Digital Arts and Entertainment
Keep it DRY: From C++20 to GPU Compute
Presenter: Koen Samyn, Digital Arts and Entertainment
Open Shading Language - Shading for Film Production Rendering
Presenter: Chris Kulla, Epic Games
Open Shading Language Shading for Film Production Rendering
Presenter: Chris Kulla, Epic Games
Panel Discussion and Open Forum
Presenter: Randi Rost, Jesse Barker, Chris Bieneman, Jeff Bolz, Ben Cloward, Shannon Woods
Shady - a SPIR-V Compiler Framework
Presenter: Hugo Devillers, Saarland University
Shady: A SPIR-V Compiler Framework
Presenter: Hugo Devillers, Saarland University
Slang - Modern, Differentiable, and Portable Shading
Presenter: Shannon Woods, NVIDIA
Slang: Modern, Differentiable, and Portable Shading
Presenter: Shannon Woods, NVIDIA
SPIR-V - The Universal Language of the GPU
Presenter: Diego Novillo, NVIDIA
SPIR-V: The Universal Language of the GPU
Presenter: Diego Novillo, NVIDIA
The glslang Compiler - Present and Future
Presenter: Arcady Goldmints-Orlov, LunarG
The glslang Compiler: Present and Future
Presenter: Arcady Goldmints-Orlov, LunarG
The Vulkan SPIR-V and its Fundamental Limits
Presenter: Francisco Letterio, DevSH Graphics Programming
The Vulkan SPIR-V and its Fundamental Limits
Presenter: Francisco Letterio, DevSH Graphics Programming
Upgrading from GLSL to Slang in the Vulkan Nvpro-Samples
Presenter: Nia Bickford, NVIDIA
Upgrading from GLSL to Slang in the Vulkan Nvpro-Samples
Presenter: Nia Bickford, NVIDIA
WESL - A Pioneer Language for WebGPU
Presenter: Lee Mighdoll
WESL - a Pioneer Language for WebGPU
Presenter: Lee Mighdoll
WGSL - Past, Present, and Future
Presenter: Dan Sinclair, Google
WGSL: Past, Present and Future
Presenter: Dan Sinclair, Google
Writing a Shader Test Framework with Pure HLSL 202x
Presenter: Keith Stockdale, Rare Ltd
Writing a Shader Test Framework with Pure HLSL 202x
Presenter: Keith Stockdale, Rare Ltd
Shading Languages Symposium 2026
This ground-breaking event will bring together graphics and computre shader programmers, researchers and technical artists with shading language implementors to explore the landscape of shading languages, their future development, and the role how new techniques such as neural graphics will play in shaping the future of real-time rendering.
If you work with Shading Languages then this symposium will provide a unique opportunity to connect with your peers, learn from leaders in their fields, and advance your expertise. Featuring practical guides to deploying shaders across diverse workflows from gaming to filmmaking, this event promises to position attendees at the forefront of shader development, while also providing a platform for the community to help guide the future evolution of shading languages.The Symposium is organised by the Khronos Group, and will take place immediately after
Vulkanised 2026
. We value a diversity of voices, perspectives and experiences and are dedicated to providing a harassment-free experience for everyone.
Keynote & Invited Speakers
OPENING KEYNOTE
Randi Rost
LunarG / Randi Rost Consulting
GLSL
INVITED TALK
Chris Bieneman
Microsoft
HLSL
INVITED TALK
Chris Kulla
Epic Games
OSL
INVITED TALK
Shannon Woods
NVIDIA
Slang
INVITED TALK
Diego Novillo
NVIDIA
SPIR-V
INVITED TALK
Dan Sinclair
Google
WGSL
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KEYNOTES, TALKS, NETWORKING & MORE ...
Conference Program
Thursday February 12, 2026
08:30
Registration - Coffee and Biscuits
09:00
Welcome and Introductions
■  Marty Johnson, The Khronos Group.
09:15
GLSL: Origins, Observations, and Opportunities
■  Randi Rost, LunarG / Randi Rost Consulting
View/Hide Abstract
Twenty-five years ago, a 3Dlabs white paper first introduced the concept of the OpenGL Shading Language (GLSL), sparking a transformation in real-time graphics by empowering developers to author custom shaders for consumer graphics hardware using a high-level, C-like syntax. This opening keynote traces the historical pursuit of realistic rendering, the rise of shader programmability, and the relentless evolution of graphics hardware that led to GLSL becoming an open, cross-platform industry standard. Creating such a standard demanded extraordinary collaboration, persistence, and compromise; so we'll highlight key some of the challenges we overcame. We'll share some stories of the early days of GLSL, which brimmed with groundbreaking discoveries and creative freedom previously unimaginable in fixed-function pipelines. We'll conclude by placing shading languages within the broader landscape of software development, and provide food for thought on the future of interactive graphics. Attendees will leave with rich historical perspective and forward-looking insights into the innovations shaping the next era of rendering software.
Presentation Slides
Video Recording
10:00
The glslang Compiler: The Present and Future
■  Arcady Goldmints-Orlov, LunarG
View/Hide Abstract
The GLSL language is the most commonly used shading language on Vulkan, and the glslang compiled is the standard compiler for it, and LunarG has been responsible for maintaining it. Over the past couple of years there have been several important improvements to glslang. A public API and ABI were defined so that glslang can be used more easily as a shared library. There have been considerable improvements to the debug information that it produces. And there are more potential improvements to come, including potentially new GLSL extensions. This will also be an opportunity for a direct Q&A with the glslang maintainer.
Presentation Slides
Video Recording
10:30
Morning Coffee Break & Networking
11:15
HLSL: Decades in the Making
■  Chris Bieneman, Microsoft.
View/Hide Abstract
In its over 20-year history, HLSL, the hardware it targets, and its surrounding communities have undergone massive transformations. Dividing HLSL's history by its primary compiler offers a unique perspective into both its origins and its future direction. We'll examine HLSL's proprietary beginnings exclusively for DirectX in the FXC-era. Its expansion and shift toward openness occurred in the DXC-era, when Vulkan became a secondary target. The upcoming Clang-era will see HLSL fully embrace open design and implementation, with all platforms on equal footing.
Presentation Slides
Video Recording
11:45
Writing a Shader Test Framework With Pure HLSL 202x
■  Keith Stockdale, Rare
View/Hide Abstract
Rare has a rich culture of writing automated tests for their games. Shader code is code, and so we should test it all! This session will involve talking about the current shader test library that is used to test various shaders in Sea of Thieves (e.g. the shaders that are involved with the water simulation). Then Rare will discuss the future of shader testing frameworks with HLSL 2021. They will talk through the new features in HLSL 2021 that make a general-purpose unit testing framework possible. They will then discuss elements of the unit testing framework, such as the architecture and design. Rare will then end with a discussion of what is still to be explored.
Presentation Slides
Video Recording
12:15
Abstraction Done Right, First Do No Harm
■  Francisco José Letterio, DevSH Graphics Programming
View/Hide Abstract
Many shader programmers hold a belief that shaders need to resemble embedded programs to be performant, little libraries, bespoke, inlined, etc. Our "Boost of HLSL" challenges that assumption and we present real-life case studies with apples to apples comparisons. Furthermore we explore the benefits of our approach: natural and fast kernel fusion without a host-side runtime or codegen, Unit Testing Shader Code in CI, regressions workarounds for shader compilers and IHV drivers, keeping the abstractions organised with C++20 Concepts in _actual shaders_ and the accessor concept for SPIR-V variable aliasing regardless of storage class. Finally we cover practical multiple entry point SPIR-V modules and our CMake workflow for shader permutations.
Presentation Slides
Video Recording
12:45
Lunch & Networking
13:45
SPIR-V: The Universal Intermediate Representation for Graphics and Compute
■  Diego Novillo, NVIDIA.
View/Hide Abstract
SPIR-V has emerged as the universal intermediate representation (IR) for GPU programming, a significant evolution from fragmented, source-based models. Stewarded by the Khronos Group, its design prioritizes stability, parsability, and extensibility, addressing the limitations of prior approaches. This presentation will delve into SPIR-V's architecture, its comprehensive open-source ecosystem, and the strategic industry consolidation around this standard, solidifying its role as the foundational layer for future portable, high-performance graphics and compute.
Presentation Slides
Video Recording
14:15
Instrumenting SPIR-V for GPU Validation
■  Spencer Fricke, LunarG.
View/Hide Abstract
GPU Assisted Validation (GPU-AV) is a tool in the Vulkan Validation Layers that instruments the incoming SPIR-V to add ways to validate and send error messages back up to the host. This talk will dive into the challenges and solutions involved with instrumenting SPIR-V. The talk will be focused on a tool that has to parse, then reassemble valid SPIR-V that is fast enough to still be used. Also will go over how we created our own linker.
Presentation Slides
Video Recording
14:45
Afternoon Coffee Break & Networking
15:30
The Vulkan SPIR-V and its Fundamental Limits
■  Francisco José Letterio, DevSH Graphics Programming
View/Hide Abstract
Despite being the most expressive and specified Shading IR, SPIR-V has some fundamental limitations of the Shader Execution Mode. We recap SSA and SPIR-V basics, then the version and Kernel Execution Mode differences. We present adversarial workarounds to perform what SPIR-V does not expose, but the hardware natively supports: references and pointers,function calls and forward progress guarantees, of which some are employed by the OpenCL on Vulkan implementations. We'll cover advanced usage such as: Vulkan Memory Model, multiple entry points, module capability stripping, linking, KHR_shader_untyped_pointers, and language interoperation. Finally we discuss how SPIR-V could be improved especially in the areas where workarounds have a measurable cost.
Presentation Slides
Video Recording
16:00
Shady: A SPIR-V Compiler Framework
■  Hugo Devillers, Saarland University
View/Hide Abstract
SPIR-V gives APIs such as Vulkan and OpenCL the potential of being language-agnostic: any language that can be compiled to SPIR-V can run on the GPU and be used to make compute and graphical applications. However, SPIR-V is not always an easy target for compilers, due to significant legacy limitations and dialect differences. In this talk, we present the Shady compiler framework. Shady is used by the Vcc compiler to support C and C++ in Vulkan, including full support for pointers and function calls. After this introduction, we will discuss other applications of shady, including GLSL output for legacy APIs and ISPC output for debuggability. We discuss how other compilers and ecosystem items can benefit from Shady integration. We will discuss the process of integrating Shady to an existing SPIR-V compiler, and how it performs code transformations using rewriting passes. We will conclude with a demo of a new language running on Vulkan thanks to Shady.
Presentation Slides
Video Recording
16:30
Keep it DRY: From C++20 to GPU Compute
■  Koen Samyn, Digital Arts and Entertainment
View/Hide Abstract
For students in game development shaders can pose a significant hurdle. The focus of formative C++ modules at the beginning of the study program focus on single threaded programming with an execution model that is easily debugged. The step towards shaders (vertex/fragment/compute) can be daunting due to the different execution models, debugging features and additional code that is needed to communicate with the device. This session shows how standard C++20 can unify those worlds. C++ features such as constexpr, user defined literals and templates are used to write C++ source code that is transpiled into GLSL. The user (i.e. student) can then choose a CPU or a Vulkan backend to execute these shaders. Some interesting aspects of the projects are the implementation of the swizzle operator with an equivalent string literal in C++, or the use of coroutines to emulate barrier functions.
Presentation Slides
Video Recording
17:00
Day One Close
There is no organised conference dinner this evening, but there is an informal meet-up @
Gravity Heights - Sorrento Valley
- 9920 Pacific Heights Blvd, San Diego, CA 92121.
Friday February 13, 2026
08:30
Welcome Coffee & Biscuits
09:00
Slang: Modern, Differentiable, and Portable Shading
■  Shannon Woods, NVIDIA
View/Hide Abstract
Modern GPU programming spans a diverse ecosystem of APIs and languages. Slang is a unified, open-source language designed to maximize performance and productivity across this landscape. This presentation will delve into its powerful, modern features—such as generics, interfaces, and module-based programming—and its unique, first-class support for automatic differentiation. We will explore how these features enable robust abstraction while targeting many GPU backends from a single source. This combination of features positions Slang to bridge the gap between traditional graphics and the demands of differentiable rendering and GPU-accelerated research.
Presentation Slides
Video Recording
09:30
Upgrading from GLSL to Slang in the Vulkan Nvpro-Samples
■  Nia Bickford, NVIDIA.
View/Hide Abstract
The NVIDIA DesignWorks Samples (https://github.com/nvpro-samples) include several dozen apps and tutorials showcasing Vulkan, from API basics to new extensions and advanced graphics techniques. We're porting many of these samples from GLSL to the Slang shading language to make use of Slang's advanced language features. In this talk, we'll show how Slang makes writing shaders easier with features like pointers, bindless DescriptorHandles, struct improvements, and more. We'll discuss how we port shaders with and without Slang's GLSL compatibility module, and include details like matrix layouts. Slang's reflection feature also makes novel shader-based apps possible, where shaders structure pipelines instead of requiring separate setup. Finally, we'll discuss compile times, and how they can be improved using modules and multithreading.
Presentation Slides
Video Recording
10:00
Open Shading Language - Shading for Film Production Rendering
■  Chris Kulla, Epic Games.
View/Hide Abstract
Open Shading Language (OSL) is a small but rich language for programmable shading in advanced renderers and other applications, ideal for describing materials, lights, displacement, and pattern generation. The open source project contains both a compiler and a runtime with several backends for modern CPUs and GPUs. This talk will discuss the design and evolution of the language and its implementation, highlighting key features and differences compared with other shading languages. The talk will also discuss the benefits and challenges of developing a language and runtime as an open source project. View
OSL on GitHub
Presentation Slides
Video Recording
10:30
Morning Coffee Break & Networking
11:15
WGSL: Past, Present and Future
■  Dan Sinclair, Google.
View/Hide Abstract
WGSL is the shading language for the new WebGPU API specification. WGSL is designed to be portable, correct and secure with multiple independent implementations. This talk will discuss how WGSL came about, the current implementation status and future plans for the language.
Presentation Slides
Video Recording
11:45
WESL - A Pioneer Language for WebGPU
■  Lee Mighdoll, WebGPU Tooling Group
View/Hide Abstract
Why is an extension language needed to complete the WebGPU developer experience? How does an extension language support its base language? WESL is an extended version of WebGPU’s shader language that adds ergonomic features to WGSL via transpilation. WESL translates to Vulkan SPIR-V through WebGPU. WESL features include a robust module system, conditional compilation, and runtime specialization. WESL makes modular WebGPU shader programs easier to write, common shader language tooling practical to develop, and shader libraries simple to distribute on npm and cargo. WESL adopters include Bevy, a Rust game engine, and Lygia, a shader function collection. We’ll consider the requirements for a standard library format for WebGPU, and how the WESL enhancements provide just enough to serve as an integration mechanism for languages targeting WebGPU. Finally, we’ll discuss how WESL integrates WebGPU into developer workflows and the special requirements in Rust and JavaScript/TypeScript.
Presentation Slides
Video Recording
12:15
Gigi: A Rapid Graphics R&D Platform
■  Alan Wolfe, Electronic Arts
View/Hide Abstract
Gigi is an open-sourced rapid graphics R&D platform developed by EA SEED and is used both internally at EA and externally by the public. This talk will show the motivation for creating Gigi, the benefits it gives to graphics engineers (rapid iteration and code generation for shipping and porting), and the benefits it gives to graphics researchers (rapid iteration, techniques running in isolation, and Python scriptability for data and diagram gathering). Furthermore, Gigi shows the benefits that a small paradigm shift can give to game and real-time rendering engines. When the render graph is a data asset, it allows separation of concerns between disparate target platforms and game titles, and allows non-engineers to do more meaningful render pipeline work with less engineering support. Gigi currently supports working in either HLSL or slang on Windows, and emits code and shaders for DX12, the Unreal Engine, and WebGPU. Future platforms, as well as source and destination shader languages, will be supported in the future. Gigi source and binaries can be found on
GitHub
Presentation Slides
Video Recording
12:45
Lunch & Networking
13:45
A Look Inside a Unity Shader
■  Jesse Barker, Unity Technologies.
View/Hide Abstract
What is a Unity shader? A shader at Unity is much more than a single stage GPU shader that we provide to create a pipeline object. It is several things: - An API contract with the render pipeline - Feature support for the render pipeline - Platform support for 37 build targets, 8 graphics APIs, and multiple hardware tiers All that adds up to billions of discrete GPU shaders that we must reason about, organize, transpile, and compile so that your game looks and behaves the way you want. How do we do that? This talk will cover the meta-language and tooling that Unity uses to enable technical artists and rendering engineers to express the set of graphics features that game developers use to tell their stories.
Presentation Slides
Video Recording
14:15
Empowering Artists to Write Shaders
■  Ben Cloward, Lead Technical Artist,
Industrial Light & Magic
View/Hide Abstract
Pending.
Presentation Slides
Video Recording
14:45
Panel Discussion and Open Forum
Randi Rost [Panel Chair], LunarG / Randi Rost Consulting
Jesse Barker, Unity Technologies
Chris Bieneman, Microsoft
Jeff Bolz, NVIDIA
Ben Cloward, Technical Artist, Independent.
Shannon Woods, NVIDIA
Presentation Slides
Video Recording
16:15
Closing Coffee Break & Networking
17:00
Close
Poster Display
Thu/Fri
Three.js Shader Graph: Making Web Shaders Accessible Through Visual Programming
■  Daniel Greenheck, DRG Software Solutions
View/Hide Abstract
Three.js Shading Language (TSL) introduced a modern, high-level approach to shader programming on the web—replacing raw GLSL/WGSL with a node-based JavaScript-style API. Three.js Shader Graph builds on this foundation by bringing visual node-based shader authoring—similar to Unity's Shader Graph or Unreal's Material Editor—to web developers. The visual shader graph is automatically converted to TSL code in real-time alongside a live WebGPU preview. The generated TSL code can also be compiled to raw GLSL or WGSL if needed.
Presentation Slides
Video Recording
This program is subject to change without notice - please check back for further updates.
VENUE & TRAVEL
Location, Travel and Hotels
Venue sponsor: Qualcomm® Incorporated.
Address: Qualcomm, Building AZ, 10155 Pacific Heights Blvd, San Diego, CA 92121. USA
View location on
Google Maps
Hotels
- The venue is well served by local hotels that are just a short walk, taxi or ride from the venue, and meet a wide range of budgets. There is no official conference hotel.
Travel Visas
- Please check if you will need a visa to visit the USA. If you do, and will require an invitation letter as part of your application, please email events@khronosgroup.org as soon as possible.
HELPING TO MAKE IT HAPPEN
Symposium Platinum Sponsors
This symposium is made possible through the generous support of our sponsors and media partner. This year we are delighted to have Qualcomm as our venue sponsor. Please email: events@khronosgroup.org if you would like to discuss becoming a sponsor.
Media Partner
GET INVOLVED
Registration
Early bird discounts are available until January 18, 2026. Combined Symposium and
Vulkanised
passes are available on the main booking site.
Early Bird
Standard
Standard Pass
$290
$363
Academic/Speaker Pass
$235
$308
REGISTER TODAY
Questions?
If you have any questions please email events@khronosgroup.org
SHARE YOUR SHADER INSIGHTS WITH THE COMMUNITY
Call for Submissions - Now Closed
The organizers are currently seeking submissions from shader developers, language implementers, researchers, educators and open-source tool providers who are eager to share their experiences for the benefit of the wider shader community. The Symposium provides a great opportunity to share your work, your ideas, and unique perspectives with your peers in the ecosystem. We look forward to your submissions.
Submission Deadline:
Sunday October 12, 2025
How to Submit a Talk
Those interested in presenting a talk at the symposium are asked to submit a short proposal. This is an in-person event and accepted talks are expected to be given in-person. Key dates are:
Submission Deadline:
Sunday October 12, 2025
Notifications:
The week of November 10, 2025
Registration opens:
November 2025
The public Call for Submissions invites members of the shading community to submit talks that showcase the use, integration or implementation of shading languages for graphics and compute, including but not limited to their use in real-time graphics, VFX, offline rendering and ray tracing, Physical Based Rendering (PBR), web graphics, scientific visualization, machine learning, custom effects, AR/VR/XR and benchmarking. Talks can address issues around the use of the shading language APIs, shader best practices, SDKs and development frameworks, profiling and debugging tools, cross-platform portability, learning to program shaders, and more. The organisers are particularly interested in submissions that present case studies that share insights into novel approaches to using shading languages in real-world applications, games, research and teaching, and covering any genre or application domain.
General Guidelines
Audience: Expect a technical audience with a basic working knowledge of shaders and 3D APIs.
Presentation Language: English.
Talks can be based on previous work but should include updates and enhancements to merit their inclusion in the program
Presenter Tickets: All presenters must register to attend the conference. A discount code will be sent to all accepted presenters.
At least one presenter for each talk must attend in-person and register at the discounted rate to present their material.
Please contact the Khronos Events Team to discuss any special circumstances that may limit your ability to travel.
If your talk is specifically about using shaders within the context of Vulkan, you may want to consider
submitting you talk to the Vulkanised conference
.  You may submit to both, but due to time constraints and to enable the widest range of talks, we will only be able to accept a talk into one conference.
Evaluation Criteria
The Symposium Review Panel, will be made up of representatives from the relevant Khronos Working Groups and invited industry experts.  They will review and select submissions based on:
Technical details offered and insights to be learned
Relevance and timeliness of the presentation to Shader developers and implementers
The presenter’s credentials and expertise in the subject matter
Any previous public speaking experience(s) - New speakers are always welcome!
Sponsored Sessions
: The symposium will not accept submissions that are deemed to be a blatant promotional pitch. If you wish to promote a service, technology, or a new product that your organisation is offering, please contact the Khronos Events Team for information on our sponsorship packages.
SUBMISSIONS HAVE NOW CLOSED
Conference Code of Conduct
: The Khronos Group is dedicated to providing a harassment-free conference experience for everyone. Visit our
Code of Conduct page
to learn more.
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