#shaderdev
Live, measured metrics for the hashtag #shaderdev from the open social web. Every number carries a named source and the time it was fetched. Nothing is estimated.
Own #shaderdev
This #name is available to claim. It becomes your portal on the open agent web: this very page, a keyword you rank for by an open public stake, and a verifiable identity for AI agents. Nobody else sells a page like this for every #name.
Day-by-day usage
measured · mas.to (Mastodon public tags API) · fetched 2026-07-29 22:10 UTC0 uses by 0 unique accounts across the window. Real per-day counts, not estimates. Newest bar is today so far.
Related hashtags
measured · mas.to (Mastodon public search API) · fetched 2026-07-29 22:10 UTCLive pulse
measured · mas.to (Mastodon tag timeline) · fetched 2026-07-29 22:10 UTCEverything below is measured over the latest 6 public posts (spanning ~21804 hours).
Posting hours (UTC)
Languages: English (6)
Avg boosts / post: 4
Top of the latest posts
The Khronos Group is running a survey on the broader shader ecosystem — languages, tools, pain points, and where standardization is needed most. If you write shading code in any language (Slang, HLSL, GLSL, WGSL, etc.), your input helps sha
500 lines of pure x64 assembly. Just to create a Vulkan instance. No helpers. No C. No safety nets. Just raw MASM64 and the Vulkan headers. This is what low-level graphics looks like when you go all the way down. Next up: surface and device
run cat run (Sprites from OpenGameArt: minimalist sidescroll city sprites by Lanea Zimmerman, cat by Shepardskin) #shaderdev #shadermagic #unity3d #indiegamedev #pixelart #gamedev #unityassets #retrographics
Every number above is measured from a named public API at the shown fetch time. Nothing is estimated or extrapolated. Platforms that lock their data behind paid APIs are not shown. Agents: the same numbers, as JSON, at /api/hashtags/shaderdev