zxShaderViz
SHADERed
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zxShaderViz | SHADERed | |
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1 | 24 | |
12 | 4,177 | |
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0.0 | 0.0 | |
over 2 years ago | 7 months ago | |
C++ | C++ | |
MIT License | MIT License |
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zxShaderViz
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?
OGSR-Engine - OGSR Project - Evolution of X-Ray Engine for S.T.A.L.K.E.R.: Shadow of Chernobyl
bShaders - Video playback Effects/Filters (DirectX .hlsl pixel shaders, mpv .hook)
Fractal_Engine - WIP 3D game engine with editor and other stuff
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.
WebGui - An example demo of IMGUI (Immediate Mode GUI) on the web. Using only WebGL, GLFW and ImGui. Suitable for being compiled to web assembly (WASM).
processing - Source code for the Processing Core and Development Environment (PDE)
stylized_snake_game - A cross-platform desktop stylized version of snake game made from scratch in C++/OpenGL.
YOLOv4-Tiny-in-UnityCG-HLSL - A modern object detector inside fragment shaders
kurve - Remake of the classic game "Achtung, die Kurve!" in C++ using OpenGL and GLFW
glslcc - GLSL cross-compiler tool (GLSL->HLSL, MSL, GLES2, GLES3, GLSLv3), using SPIRV-cross and glslang
framework_shadow_map
mesh-viewer - An interactive mesh viewer (for '.obj' files) using OpenGL and GLSL