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designed a novel GPU shading language and written a compiler for it. The language has been christened 'Shining Rock Shading Language' (SRSL) and it outputs the program in several other shading languages. The first goal for the language was to treat the vertex, fragment and geometry shader as a single program. The language sees the graphics pipeline as a stream of data, followed by some code, which outputs a stream of data, and then more code runs, and another stream of data is output. Body text of the shaders is very C-like and should be understood easily coming from other shading languages. SRSL has all the intrinsic functions you would expect from HLSL or GLSL. All types are HLSL-style. Loops and conditionals are available, but switch statements and global variables are seen redundant and not implemented. Luke's blog post tells more about the details of the language, complemented with examples.