OpenCLOn12
SHADERed
OpenCLOn12 | SHADERed | |
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3 | 24 | |
101 | 4,188 | |
4.0% | - | |
7.6 | 0.0 | |
28 days ago | 7 months ago | |
C++ | C++ | |
MIT License | MIT License |
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OpenCLOn12
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A Review of Shader Languages
The SPIR-V OpenCL profile is suitable, the Vulkan one is much less suitable. (In the you can’t even transpile OpenCL C 1.2 to it fully, with quite heavily limited pointers…)
Metal has the best GPGPU story of the compute APIs, with D3D12 coming second after that. Both at least can have OpenCL C transpiled without catches to them…
Microsoft is writing CLon12 on that front: https://github.com/microsoft/OpenCLOn12
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WSL with CUDA Support
> OpenCL does not work. There's some bits about intel [& amd] GPUs, but nada on nvidia
This is planned to be fixed. WSL2’s GPU support currently doesn’t provide a path to provide an alternate OpenCL loader ICD location. (And not for OpenGL either)
Microsoft is developing CLon12 at https://github.com/microsoft/OpenCLOn12 as the option to provide OpenCL out of the box.
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Cross Platform GPU-Capable Framework?
OpenCL really is your best bet for a cross-platform GPU-capable framework. OpenCL 3.0 cleared out a lot of the cruft from OpenCL 2.x so it's seeing a lot more adoption. The most cross-platform solution is still OpenCL 1.2, largely for MacOS, but OpenCL 3.0 is becoming more and more common for Windows and Linux and multiple devices. Even on platforms without native OpenCL support there are compatibility layers that implement OpenCL on top of DirectX (OpenCLOn12) or Vulkan (clvk and clspv).
SHADERed
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Confused in terms of where to start with framework/technology etc. Need help picking between learning ShaderToy v/s OpenGL v/s WebGL
If you specifically want to learn shader programming then https://shadered.org/ is a lot more practical than Shadertoy.
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Graphics effects in the four elements - Shaders in 2D game
I recreated this shader in SHADERed, and if you're interested, you can view its implementation and experiment with your own parameter values and textures. The project can be downloaded here.
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best shader software?
There's http://shadered.org/ but it's abandoned now.
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I am an artist(Code-Illiterate) and want to learn how to write shaders. How do I go about it?
That’s why I recommend https://shadered.org/ instead for people who want to learn to use shaders in common contexts.
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How to display a 2D array every frame
https://github.com/dfranx/SHADERed (useful tool for debugging shader code, has a bit more functionality than doing it in Godot directly)
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I am developing a GLSL shader editor and I hope you like it!
https://shadered.org/ spent much time on basic editor features like Intellisense and now it seems to be dead. The time would have been better spent fixing/improving the core features like the awesome debugger. Only very late they added a (basic) VSCode integration.
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Winning shaders at Revision 2022 shader showdown
Hi corysama, thankx for the comment, there is some truth to that yes for sure. As in, in games you writes more vertex / pixel or "surface" shader and then geom, compute. But I have to somehow disagree in terms of lighting. Sure this is raymarching so geometry is procedurally made in the shader, whereas in game shader it is passed with polygonal 3d model. But the lighting / colour shading calculation are the same as with polygonal geometry (ndotL for diffuse pow(max(reflect(dot(-ld,no)... for specular, calculating normals on fly in shader, etc...) so in that respect it will help for game dev style of shaders. Also I would argue that a lot of animation technique and vfx technique in raymarching shaders are similar / useful / reusable with polygonal geometry, like yanimation based on clamping sin and doing easing etc. Therefore doing raymarching shaders is good for becoming vfx artist / technical artist I guess. You are right though to point out the difference, that's clear. Good shout about shadered.org as well. Cheers!
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Where should I write/edit glsl code?
BTW: https://shadered.org/
- A Review of Shader Languages
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SHADERed IDE support for Unity?
Hi, is there a plugin that supports using SHADERed IDE to write unity shaders? It has a lot of functionalities than a standard editors and I it can save a ton of time for me. Have already searched the google but have not found anything.
What are some alternatives?
kompute - General purpose GPU compute framework built on Vulkan to support 1000s of cross vendor graphics cards (AMD, Qualcomm, NVIDIA & friends). Blazing fast, mobile-enabled, asynchronous and optimized for advanced GPU data processing usecases. Backed by the Linux Foundation.
bShaders - Video playback Effects/Filters (DirectX .hlsl pixel shaders, mpv .hook)
clspv - Clspv is a compiler for OpenCL C to Vulkan compute shaders
3d-game-shaders-for-beginners - 🎮 A step-by-step guide to implementing SSAO, depth of field, lighting, normal mapping, and more for your 3D game.
alpaka - Abstraction Library for Parallel Kernel Acceleration :llama:
processing - Source code for the Processing Core and Development Environment (PDE)
GLSL - GLSL Shading Language Issue Tracker
YOLOv4-Tiny-in-UnityCG-HLSL - A modern object detector inside fragment shaders
clvk - Implementation of OpenCL 3.0 on Vulkan
mesh-viewer - An interactive mesh viewer (for '.obj' files) using OpenGL and GLSL
glslcc - GLSL cross-compiler tool (GLSL->HLSL, MSL, GLES2, GLES3, GLSLv3), using SPIRV-cross and glslang
imgui - Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies