ssgl
SHADERed
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ssgl
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[2023 Day 8 (Part 2)] [Dart] Is it normal that the code takes ages to run?
It's here. I made a post about it too, there's some details in the comments on how this works.
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[2023 Day 5 (Part 2)] [GLSL] If brute force doesn't work, you aren't using enough
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)
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Why there aren't graphics APIs designed to be source compatible with the CPU side like CUDA?
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.
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Why aren't there constantly more shading languages popping up all the time like other languages?
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.
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What are the best C++ talks that one should watch?
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.
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Automatically selecting fragment shaders in a pipeline DSL based on vertex shader and bound samplers - good or bad idea?
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.
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True story right now
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.
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Low-level OpenGL abstractions
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.
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A simple way to enforce (standard) header include order?
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.
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Learning OpenGL
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 :-)
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?
slang - Making it easier to work with shaders
bShaders - Video playback Effects/Filters (DirectX .hlsl pixel shaders, mpv .hook)
Wisdom-Shaders - A Minecraft shaderspack. Offers high performance with high quality at the same time.
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.
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.
processing - Source code for the Processing Core and Development Environment (PDE)
SDL_shader_tools - Shader compiler and tools for SDLSL (Simple Directmedia Layer Shader Language)
YOLOv4-Tiny-in-UnityCG-HLSL - A modern object detector inside fragment shaders
Fwog - Froggy OpenGL Engoodener
mesh-viewer - An interactive mesh viewer (for '.obj' files) using OpenGL and GLSL
glbinding - A C++ binding for the OpenGL API, generated using the gl.xml specification.
glslcc - GLSL cross-compiler tool (GLSL->HLSL, MSL, GLES2, GLES3, GLSLv3), using SPIRV-cross and glslang