Sidney Just is a seasoned graphics and systems engineer with 14 years of hands-on experience building and maintaining low-level rendering pipelines, shader toolchains, and game engine features. As a "Vulkanologist" at Laminar Research he led the OpenGL 2 to Vulkan/Metal porting work and contributed core features for X-Plane 11 and 12, including vegetation and 3D water rendering. He has deep practical experience across C/C++, Objective-C, Java/C#, Python, Ruby and JavaScript and enjoys re-implementing low-level systems to fully understand hardware and API behavior. An active open-source contributor, he enhanced KhronosGroup/SPIRV-Cross’s GLSL translation for legacy OpenGL texture and sampler semantics, showing attention to compatibility and code clarity. Based in British Columbia, Sidney combines a tinkerer’s curiosity—building a toy i486 kernel and custom OpenGL engines—with production-grade engineering in a small-team environment.
SPIRV-Cross is a practical tool and library for performing reflection on SPIR-V and disassembling SPIR-V back to high level languages.
Role in this project:
Back-end Developer
Contributions:7 commits, 3 PRs, 7 comments in 10 months
Contributions summary:Sidney focused on enhancing the SPIRV-Cross library's GLSL translation capabilities, primarily for legacy OpenGL features. They implemented support for various legacy texture operations, including textureGrad, textureProjLod, and shadow-related functions. Their work also involved refactoring and simplifying existing code, particularly concerning depth texture handling and extension requirements, demonstrating a focus on improving functionality and code clarity. This included adding support for sampler2DRect and its corresponding legacy texture2DRect() sampling function.
Contributions:45 commits, 41 pushes, 1 branch in 2 days
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