SHADERed
morphogenesis-resources
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SHADERed | morphogenesis-resources | |
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24 | 5 | |
4,174 | 1,955 | |
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0.0 | 4.8 | |
7 months ago | 3 months ago | |
C++ | ||
MIT License | - |
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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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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!
Can you tell us how do you compare to https://shadered.org/ ?
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!
Most people in this area play in Shadertoy. But, if you are interested in shaders for games and stuff, https://shadered.org/ is a more appropriate playground.
- A Review of Shader Languages
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Resources for someone who'd like to have fun with graphics programming without going through drudge work
It’s open-source if you gots some ideas to add https://github.com/dfranx/SHADERed
Maybe https://shadered.org/ would be a better workspace for you to get started rather than bootstrapping from int main() {}
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What happened to glslDevil?
https://shadered.org/ this works really good
morphogenesis-resources
What are some alternatives?
bShaders - Video playback Effects/Filters (DirectX .hlsl pixel shaders, mpv .hook)
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.
processing - Source code for the Processing Core and Development Environment (PDE)
YOLOv4-Tiny-in-UnityCG-HLSL - A modern object detector inside fragment shaders
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
SPIRV-VM - Virtual machine for executing SPIR-V
godot-shaders - A large library of free and open-source shaders for the Godot game engine. Here, you'll get 2D and 3D shaders with playable demos.
ShaderEditor - Android app to create GLSL shaders and use them as live wallpaper
sokol - minimal cross-platform standalone C headers