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SHADERed Alternatives
Similar projects and alternatives to SHADERed
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bShaders
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processing
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InfluxDB
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3d-game-shaders-for-beginners
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imgui
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glslcc
GLSL cross-compiler tool (GLSL->HLSL, MSL, GLES2, GLES3, GLSLv3), using SPIRV-cross and glslang
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YOLOv4-Tiny-in-UnityCG-HLSL
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Sonar
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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.
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mesh-viewer
An interactive mesh viewer (for '.obj' files) using OpenGL and GLSL
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OpenFrameworks
openFrameworks is a community-developed cross platform toolkit for creative coding in C++.
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LearnOpenGL
Code repository of all OpenGL chapters from the book and its accompanying website https://learnopengl.com
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morphogenesis-resources
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imgui-app
Dear IMGUI + Render + Window handling, amalgamation in two files ready to use
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ShaderEditor
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SHADERed reviews and mentions
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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
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Getting started with shaders and GLSL
I'll just mention that while shadertoy is popular, https://shadered.org/ is a much more appropriate environment to learn in. In the field, shaders are not used on a [0,1] quad in a vacuum. They are used in scenes full of models.
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dfranx/SHADERed is an open source project licensed under MIT License which is an OSI approved license.