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		<title>Glsl on NicoLabs</title>
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				<title>Writing WebGL Shaders in Pure Coni Lisp!</title>
				<link>http://blog.hellonico.info/posts/coni/coni-webgl-shaders/</link>
				<pubDate>Sun, 28 Jun 2026 07:30:00 +0900</pubDate>
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				<description>&lt;p&gt;In our previous post, we showcased the raw power of Coni WASM by orchestrating an 80,000 particle WebGL matrix. But there was always one lingering annoyance in the WebGL pipeline: &lt;strong&gt;the shaders themselves.&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;If you&amp;rsquo;ve ever written WebGL code, you know the drill. You end up writing your Vertex and Fragment shaders as massive, messy string literals concatenated across your codebase. You lose syntax highlighting, formatting, and—most tragically for Lisp hackers—you lose structural editing (Paredit/Slurp/Barf).&lt;/p&gt;</description>
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