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A Svelte-first pipeline for modern GPU visuals.

If you need performance, clarity, and composability in WebGPU for Svelte, this is the stack.

Features

Strict contracts for deterministic rendering

From a single fullscreen fragment shader to multi-pass effects, MotionGPU gives you strict contracts and deterministic runtime behavior.

Material Contracts

Define WGSL materials with strict validation for uniforms, textures, includes, and defines before runtime surprises happen.

Frame Scheduling

Orchestrate deterministic frame flow with explicit ordering, stages, and invalidation behavior tailored to your scene.

Post Processing

Compose render passes and named render targets to scale from one fullscreen shader to full visual pipelines.

Error Diagnostics

Normalize WebGPU and WGSL failures into structured reports with source snippets, actionable hints, and production-ready error handling.

How It Works

A transparent pipeline from start to finish

From first shader line to production diagnostics, each step keeps rendering behavior explicit and composable.

01

Define Material

Start with a strict fragment contract and a deterministic material definition that can be rebuilt safely.

02

Declare Inputs

Attach typed uniforms, textures, defines, and includes so runtime data stays explicit and verifiable.

03

Drive Runtime State

Use useFrame and context APIs to update uniforms or textures with deterministic scheduling behavior.

04

Compose Passes

Chain ShaderPass, BlitPass, and CopyPass with render targets to build post-processing pipelines.

05

Inspect and Tune

Use normalized errors and scheduler diagnostics to debug quickly and tighten frame-time budgets.

FAQ

Common questions before you build.

A quick introduction to what MotionGPU is, who it is for, and how to begin.

Bring your shader pipeline to production.

Open the playground to iterate fast, then move to docs for strict contracts, render passes, and deterministic frame scheduling.