Kimi k2.6 ships glsl and wgsl shader authoring as a headline feature, anyone actually stress tested it yet
Posted by Skid_gates_99@reddit | LocalLLaMA | View on Reddit | 2 comments
https://www.kimi.com/blog/kimi-k2-6
Moonshot is explicit in the release notes, K2.6 writes fragment shaders, vertex shaders, SDFs, raymarching in GLSL and WGSL directly. Builds Three.js scenes with React Three Fiber, real geometry, PBR materials.
Other coding models produce shader code if you push them. The difference here is K2.6 ships it as an explicit trained-for capability.
Demos are curated though. Two questions for anyone who has tried it.
Does the shader code run in browser without hand fixing uniforms and precision qualifiers.
Is Three.js output actually usable geometry and lighting or placeholder scenes dressed up for a demo.
sumptuous-drizzle@reddit
This post sounds very LLM-generated in parts. And ctrl-f-ing doesn't bring up anything on the kimi blog post. Can you cite where they claim that?
Both_Opportunity5327@reddit
And thinks for so long via their API that you rack up more costs for a threejs task than Opus 4.7.