SHADERed VS ssgl

Compare SHADERed vs ssgl and see what are their differences.

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SHADERed ssgl
24 13
4,174 68
- -
0.0 2.1
7 months ago 4 months ago
C++ C
MIT License MIT License
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.

SHADERed

Posts with mentions or reviews of SHADERed. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-06-20.

ssgl

Posts with mentions or reviews of ssgl. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-08-11.
  • [2023 Day 8 (Part 2)] [Dart] Is it normal that the code takes ages to run?
    1 project | /r/adventofcode | 9 Dec 2023
    It's here. I made a post about it too, there's some details in the comments on how this works.
  • [2023 Day 5 (Part 2)] [GLSL] If brute force doesn't work, you aren't using enough
    1 project | /r/adventofcode | 6 Dec 2023
    Here I'm doing GLSL and running it via OpenGL on top of my own helper library (the main branch of the code repo explains it pretty well). For me it's the easiest way to code for a GPU by a wide margin, but I guess that's to be expected. For performance, the most important things here are using shared memory and persistent threads so there are less global reads and especially atomics (I wanted to do a local reduction on the end result but for whatever reason subgroup operations don't work on 64-bit integers and I didn't bother to write it out with shared memory)
  • Why there aren't graphics APIs designed to be source compatible with the CPU side like CUDA?
    1 project | /r/GraphicsProgramming | 17 Jan 2023
    Some of it is fine-grained control, some is how it’s nice to be able to treat shaders as separate entities, some is just different preference. But no actual limitation, in fact I built a thing for that on top of OpenGL.
  • Why aren't there constantly more shading languages popping up all the time like other languages?
    12 projects | /r/GraphicsProgramming | 11 Aug 2022
    Include is probably your best bet there. Personally I use this system that I made, which borrows the single source programming model from CUDA so that shaders are just reinterpreted C++ code that can sit within the rest of the program. This means I can call the same functions from C++ and the shaders, and includes work just like any other includes.
  • What are the best C++ talks that one should watch?
    2 projects | /r/cpp | 9 Jun 2022
    I also already have a library that gives compile time errors, by having the shaders just be a part of the C++ program :) This would also benefit slightly from having embedded files, as I wouldn't need to do the runtime hacks that are currently in place.
  • Automatically selecting fragment shaders in a pipeline DSL based on vertex shader and bound samplers - good or bad idea?
    1 project | /r/gameenginedevs | 18 May 2022
    As a side note, you may be interested in this library that someone posted on /r/GraphicsProgramming awhile ago. Haven't used it, but it seems like it might fit in with your general design philosophy.
  • True story right now
    1 project | /r/ProgrammerHumor | 25 Apr 2022
    Because mine is the most faithful reproduction of GLSL I've seen. Almost all features work the same in C++ as they do in shaders -- the notable difference is that you can't pass swizzles by reference, and inout arguments have to be defined with a slightly wonky syntax.
  • Low-level OpenGL abstractions
    3 projects | /r/opengl | 2 Apr 2022
    The culmination of my attempts at wrapping OpenGL is ssgl, which foregoes basically all binding and lets you write shaders along C++ with semi-automatic lambda capture. The underlying implementation is filled with dragons, but from personal experience it's just bonkers how much nicer it is to work with compared to any other approach I've used.
  • A simple way to enforce (standard) header include order?
    1 project | /r/cpp_questions | 18 Mar 2022
    I have a library that due to its nature (it defines a domain-specific language within C++) has to define macros for a bunch of words that some standard headers use as variable names. This causes the standard headers to completely break if my library headers are included before them, and the errors are less than intuitive. Is there a simple way to produce a meaningful error (like "library header must be included last") if a standard header is included after the library headers? Googling didn't help much, and at a quick glance standard headers don't appear to contain too many extremely common names that I could #define to static_assert or something. I'm fine with the sensible error being limited to a few of the big standard implementations, so the option of just going through the headers and finding enough such names is doable, but it'd be nice to have a cleaner solution.
  • Learning OpenGL
    1 project | /r/ProgrammerHumor | 26 Feb 2022
    Yeah, the state machine aspect does make debugging cumbersome, and it's very easy to forget some option in the wrong setting. But I don't fully agree with "a collection of spells", I think the steps to achieve something are (mostly) pretty straight forward. Though maybe memories go sweeter with time, I haven't written any binding code after making ssgl :-)

What are some alternatives?

When comparing SHADERed and ssgl you can also consider the following projects:

bShaders - Video playback Effects/Filters (DirectX .hlsl pixel shaders, mpv .hook)

slang - Making it easier to work with 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.

SDL_shader_tools - Shader compiler and tools for SDLSL (Simple Directmedia Layer Shader Language)

processing - Source code for the Processing Core and Development Environment (PDE)

DirectXShaderCompiler - This repo hosts the source for the DirectX Shader Compiler which is based on LLVM/Clang.

YOLOv4-Tiny-in-UnityCG-HLSL - A modern object detector inside fragment shaders

SPIRV-Cross - SPIRV-Cross is a practical tool and library for performing reflection on SPIR-V and disassembling SPIR-V back to high level languages.

mesh-viewer - An interactive mesh viewer (for '.obj' files) using OpenGL and GLSL

Fwog - Froggy OpenGL Engoodener

glslcc - GLSL cross-compiler tool (GLSL->HLSL, MSL, GLES2, GLES3, GLSLv3), using SPIRV-cross and glslang

Wisdom-Shaders - A Minecraft shaderspack. Offers high performance with high quality at the same time.