Lightweight, cross-platform & full-featured shader IDE

Overview

SHADERed

SHADERed is a lightweight tool for writing and debugging shaders. It is easy to use, open source, cross-platform (runs on Windows, Linux & Web).

Table of Contents

Features

Shader debugger

Shader debugger lets you easily find bugs in your shader code. It is simple to use - you just need to pause the preview and select the pixel that you want to debug. After starting the debugger, you will be able to:

  • step through your shader code line by line
  • run immediate expressions
  • add watches
  • place (conditional) breakpoints
  • see list of all variables and their values
  • hover over expressions and see their value

Debugging a shader

With SHADERed, you can debug vertex, geometry, tessellation control, pixel and compute shaders.

Thanks to SHADERed, you can now also debug shaders in Visual Studio Code with an extension. Read more about this in the blog post: https://shadered.org/blog?id=9.

Frame analyzer

Besides debugging your shader line-by-line, SHADERed also lets you find bugs and errors visually. After you run the frame analyzer, you will be able to:

  • detect undefined behavior
  • see variable's value throughout the whole frame
  • global breakpoints (color a pixel that meets a certain condition)
  • SPIR-V instruction heatmap

Analyzing a frame

Compute & geometry shaders

You are not limited to vertex and pixel shaders. SHADERed also supports compute & geometry shaders. You can create advanced animations and effects with these two shader stages:

Compute shaders and buffers

Plugin API

You can develop custom SHADERed plugins and upload them to SHADERed store so that they can be installed through SHADERed.

To see the plugin API's potential, check out these plugins:

  • GodotShaders - adds support for Godot's canvas shaders
  • ShadertoyImporter - import ShaderToy projects
  • GIFCapture - adds the ability to capture GIFs
  • Slang - adds support for Slang shader language
  • Rust - adds the ability to write shaders in Rust
  • C++ - adds the ability to write shaders in C++
  • Terminal - open terminal windows in SHADERed

See changes instantly

SHADERed can compile your shaders while you write the code. This way you can see your changes instantly. SHADERed also works nicely with external text editors (such as VS Code) - it will recompile the shaders that were modified by some external program.

Instant preview as you write your shader

Other features

SHADERed has lots of features that let you achieve effects like in no other shader editor. Features are also being added rapidly. Here are some of the feature:

  • render states (blending, stencil test, depth test, etc...)
  • import 3D models
  • built-in 3D geometry objects
  • import 2D texture, 3D textures, cubemaps
  • import audio files (build awesome music visualizers)
  • render textures (easily build G-Buffer)
  • buffers
  • instancing
  • profiling
  • multi-camera system
  • audio shaders (generate music on GPU)
  • custom variables & powerful variable system
  • zooming in on the preview window
  • exporting image sequence
  • code autocompletion designed for shader code
  • ... and so much more!

Sponsors

Supporters

Supporter(s):

If you like SHADERed and would like to support the development, check out Patreon:

My e-mail address for businesses (or if you just want to contact me): contact at shadered dot org

Binaries

You can download precompiled binaries through the Releases page or via SHADERed's website.

Install using Scoop (Windows)

On Windows, you can use Scoop to install SHADERed:

scoop bucket add extras
scoop install shadered

Install using Flatpak (Linux)

SHADERed is available on Flathub. After setting up Flatpak, you can install it by entering the following commands in a terminal:

flatpak remote-add --if-not-exists flathub https://flathub.org/repo/flathub.flatpakrepo
flatpak install --user flathub org.shadered.SHADERed -y

Note that the Flatpak version runs in a sandbox and some features may not work correctly yet. Please report Flatpak-specific issues here.

Building

First clone the project & submodules:

git clone https://github.com/dfranx/SHADERed.git
cd SHADERed
git submodule update --init

Linux

Install all the libraries that are needed:

# Ubuntu
sudo apt install libsdl2-dev libglew-dev libglm-dev libgtk-3-dev
# Fedora
sudo dnf install glm-devel glew-devel SDL2-devel gtk3-devel

Build:

cmake .
make

If you would like to perform an out-of-source build, do the following:

mkdir build
cd build
cmake ..
make

Run:

./bin/SHADERed

macOS

NOTE: macOS is not officially supported by me + some features are not implemented for macOS

Install all the libraries that are needed:

brew install sdl2 glew glm

Build:

mkdir build
cd build
cmake ../
make -j8

Note: If you're building on a macOS version prior to 10.15 (Catalina) you may need to update Xcode and create a symlink for the SDK:

ln -s "$(xcrun --sdk macosx --show-sdk-path)" "$(xcrun --sdk macosx --show-sdk-platform-path)/Developer/SDKs/MacOSX10.15.sdk"

Run:

./bin/SHADERed

Windows

  1. Install SDL2, GLEW & GLM through your favourite package manager (I recommend vcpkg)
  2. Run cmake-gui and set CMAKE_TOOLCHAIN_FILE variable
  3. Press Configure and then Generate if no errors occured
  4. Open the .sln and build the project!

Tutorials

Don't know how or where to start? The debugger is confusing? Want to create your own shader or custom SHADERed theme? Visit the official documentation to see detailed steps on how to do these things. Or you can watch the video tutorials on YouTube.

Screenshots

Shader made by The Art Of Code

Send your own screenshots here!

Dependencies

This project uses:

LICENSE

SHADERed is licensed under MIT license. See LICENSE for more details.

Comments
  • Compiling on mac

    Compiling on mac

    Has anyone successfully compiled on mac? I can kind of get to here but its having some trouble when trying to locate assimp. Ive installed assimp through brew.

    ...
    [100%] Linking CXX executable bin/SHADERed
    ld: library not found for -lassimp
    clang: error: linker command failed with exit code 1 (use -v to see invocation)
    make[2]: *** [bin/SHADERed] Error 1
    make[1]: *** [CMakeFiles/SHADERed.dir/all] Error 2
    make: *** [all] Error 2
    
    $ ls -la /usr/local/lib/libassimp*
    lrwxr-xr-x 48 christian 26 Dec  0:13 /usr/local/lib/libassimp.5.0.0.dylib -> ../Cellar/assimp/5.0.0/lib/libassimp.5.0.0.dylib
    lrwxr-xr-x 44 christian 26 Dec  0:13 /usr/local/lib/libassimp.5.dylib -> ../Cellar/assimp/5.0.0/lib/libassimp.5.dylib
    lrwxr-xr-x 42 christian 26 Dec  0:13 /usr/local/lib/libassimp.dylib -> ../Cellar/assimp/5.0.0/lib/libassimp.dylib
    lrwxr-xr-x 42 christian 26 Dec 11:49 /usr/local/lib/libassimp.dylib.5 -> ../Cellar/assimp/5.0.0/lib/libassimp.dylib
    
    opened by kirkegaard 35
  • OpenGL port

    OpenGL port

    I have just pushed a commit which includes a complete recode of the program (+ some new features ;) )

    Though, there are some things that are currently broken:

    • HLSL geometry shaders
      • Not sure if this is my bug or theirs bug, or if HLSL geometry shaders now have to be coded in a specific way. A problem that I have stumbled upon is that it is quite impossible to send a variable (through output) from vertex shader to geometry shader. I think this is the issue: link but apparently it seems fixed (?).
    • MatrixReflect and MatrixShadow system variables currently do nothing and need to be reimplemented
      • glm, unlike DirectXMath, doesnt have a simple function to generate such matrices - so for now they will stay removed
    • CMake adds unnecessary parts of the glslang to the build pipeline
      • glslang-default-resource-limits, SPVRemapper, glslangValidator, spirv-remap executables are being built even though they are not used anywhere...

    Please report all the bugs that you stumble upon! :D

    bug enhancement todo opengl 
    opened by dfranx 25
  • Whole computer slows down while the program is open

    Whole computer slows down while the program is open

    I'm trying out SHADERed on an old(er) laptop with intel graphics, unfortunately on the simplest examples I can't do much on the computer while alt tabbed because it uses as much CPU time as possible (apparently). Setting the framecap to 60 didn't solve it.

    Edit: after posting the issue I tried setting the vsync instead, it seems better but still taking a bit more cpu time than I'd like (for being minimized). I can't seem to be able todelete the issue so I'll leave it since it could be a legitimate issue still.

    opened by radgeRayden 15
  • sharing possibilities: video, .cpp

    sharing possibilities: video, .cpp

    Hi,

    Just wanted to say I like where this project is going. It kindof fills my gap between my blender-usage (modeling a scene) & kodelife-usage (shader-editing). I checked the TODO.md and noticed many interesting features. Concerning the sharing possibilities (video, .cpp), it could be handy to prioritize implementation like this:

    1. export image frames (render00001.png, so ffmpeg can encode it to any videoformat)
    2. export video
    3. export .cpp

    REASON video is so easy to share across social media, it could help in popularizing SHADERed.

    opened by coderofsalvation 12
  • Program instaquits when trying to create a new file (empty, glsl, etc)

    Program instaquits when trying to create a new file (empty, glsl, etc)

    Just downloaded it last night, and I know it's still relatively new, but I'm not quite sure why the program instaquits while trying to create a new file.

    bug 
    opened by valenotary 12
  • Build errors on macOS - source directory libs/ShaderDebugger does not contain a CMakeLists.txt file...

    Build errors on macOS - source directory libs/ShaderDebugger does not contain a CMakeLists.txt file...

    Tried following the instructions from the readme on building in macOS, but recieve a couple of errors about missing CMakeLists.txt files.

    I'm not familiar with CMake (maybe now's a good time to start learning) and haven't tried to dig much further.

    Looks like a really promising project, though - excited to have found it!

    -- The C compiler identification is AppleClang 11.0.0.11000033
    -- The CXX compiler identification is AppleClang 11.0.0.11000033
    -- Check for working C compiler: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/cc
    -- Check for working C compiler: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/cc -- works
    -- Detecting C compiler ABI info
    -- Detecting C compiler ABI info - done
    -- Detecting C compile features
    -- Detecting C compile features - done
    -- Check for working CXX compiler: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/c++
    -- Check for working CXX compiler: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/c++ -- works
    -- Detecting CXX compiler ABI info
    -- Detecting CXX compiler ABI info - done
    -- Detecting CXX compile features
    -- Detecting CXX compile features - done
    CMake Error at CMakeLists.txt:5 (add_subdirectory):
      The source directory
    
        /Users/peter/Documents/code/SHADERed/libs/ShaderDebugger
    
      does not contain a CMakeLists.txt file.
    
    
    -- Found OpenGL: /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.15.sdk/System/Library/Frameworks/OpenGL.framework   
    -- Found GLEW: /usr/local/lib/cmake/glew/glew-config.cmake  
    -- Found GLM: /usr/local/include  
    CMake Warning (dev) at /usr/local/lib/cmake/assimp-5.0/assimpTargets.cmake:54 (if):
      if given arguments:
    
        "ON"
    
      An argument named "ON" appears in a conditional statement.  Policy CMP0012
      is not set: if() recognizes numbers and boolean constants.  Run "cmake
      --help-policy CMP0012" for policy details.  Use the cmake_policy command to
      set the policy and suppress this warning.
    Call Stack (most recent call first):
      /usr/local/lib/cmake/assimp-5.0/assimp-config.cmake:1 (include)
      CMakeLists.txt:146 (find_package)
    This warning is for project developers.  Use -Wno-dev to suppress it.
    
    -- Found SFML .. in /usr/local/include
    CMake Error at CMakeLists.txt:154 (add_subdirectory):
      The source directory
    
        /Users/peter/Documents/code/SHADERed/libs/glslang
    
      does not contain a CMakeLists.txt file.
    
    
    -- Configuring incomplete, errors occurred!
    See also "/Users/peter/Documents/code/SHADERed/cmake-build-debug/CMakeFiles/CMakeOutput.log".
    
    opened by xinaesthete 11
  • Different Render Texture formats

    Different Render Texture formats

    There doesn't seem to be a way to change the format of a render texture right now. Other formats are sometimes better suited or even required for effects to work. For example, this is needed when working with HDR rendering or buffers that require high precision.

    On the graphics API side there's a lot of formats available, while the support on different platforms or older GPUs is probably hit or miss. As possible additions I suggest the 16 and 32 bit float variants with 4 channels (for example DXGI_FORMAT_R16G16B16A16_FLOAT/DXGI_FORMAT_R32G32B32A32_FLOAT in DirectX). These should be widely supported and offer a high precision & range, allowing for a wide range of use cases.

    There are other interesting formats, too, which come into play when optimizing shaders but I'm not sure if this is worth the additional effort.

    Edit: I just remembered there were some limitations in older APIs where using multiple rendertargets with different formats had drastic limitations. I'm not sure if SHADERed is also affected by this, which would make this feature pretty difficult to implement.

    opened by CptPotato 10
  • Ubuntu libassimp.so.4: cannot open shared object file

    Ubuntu libassimp.so.4: cannot open shared object file

    Hi,

    I just downloaded the latest version of SHADERed v1.3.2 for Linux and I am using Pop!_OS 19.10 (highly derived from Ubuntu).

    When I run the executable, it says :

    @pop-os:~/Téléchargements/SHADERed$ ls
    data              icon_32x32.png  libgtk-3.so.0           libsfml-system.so.2.5  themes
    examples          icon_64x64.png  libSDL2-2.0.so.0        plugins
    icon_128x128.png  libassimp.so.4  libsfml-audio.so.2.5    SHADERed
    icon_256x256.png  libGLEW.so.2.1  libsfml-network.so.2.5  templates
    @pop-os:~/Téléchargements/SHADERed$ ./SHADERed 
    ./SHADERed: error while loading shared libraries: libassimp.so.4: cannot open shared object file: No such file or directory
    
    

    What am I doing wrong?

    opened by johhnry 9
  • IDE force close after bad shader

    IDE force close after bad shader

    I tried to modify the example cube and when I tried to save/render and the IDE force close without warning. Where is the code I used : (I know the code is bad)

    #version 330
    
    in vec4 color;
    out vec4 outColor;
    
    void main() {
       outColor = vec4(color);
       outColor = vec3(color); // This crash the ide
    }
    

    Tested with version 1.3 and 1.24, 32 and 64 bits on Windows 10. Here my log file

    log.txt

    opened by SamLefebvre 9
  • Support for Vulkan GLSL syntax

    Support for Vulkan GLSL syntax

    In vulkan, shader inputs have to have a location(set = X, binding = Y) uniform ... to specify where everything is. Currently SHADERed simply ignores these and doesn't let you use them in variables.

    It would be very handy to be able to use this program for shader dev, but right now I have to modify my shaders so much its hard to justify.

    It shouldn't be too big of a change, vulkan glsl isn't that different. It just has additional requirements that opengl doesn't.

    opened by cdgiessen 9
  • it crashes when save new project

    it crashes when save new project

    what i did: file -> new -> (anytype) -> paste my folder path into the filename field -> ok, then it just crashes... i thought it probably caused by the chinese characters of the folder path but it seems not because i tried english folder as well.

    opened by jcyuan 7
  • Multithread Analyzer

    Multithread Analyzer

    Hello! SHADERed has been really awesome for debugging a shader that I've known to work on other systems but is broken on NVIDIA. Anyways, I noticed that when I open htop while the Analyzer is running that only one thread is being utilized. I'm not sure how easy it would be to multithread the Analyzer, but I'm sure it could be accelerated by virtualizing multiple pixels at once.

    opened by Zi7ar21 0
  • Black window on Ubuntu 22.04.1 LTS

    Black window on Ubuntu 22.04.1 LTS

    Binary package or full compiled application shows briefly the SHADERed logo and then it remains a black window at startup. No controls or widgets shown.

    opened by papyDoctor 0
  • I  can't add

    I can't add "tcs" & "tes" shader

    First of all, thanks for such a cool editor!

    I added a small example of a subdivision shader with a recent version, but I didn't compile the shader into it.

    opened by Ranbun 0
  • c++ export is hard to compile in windows

    c++ export is hard to compile in windows

    First of all, thanks for such a cool editor!

    I tried to build in msvc 2019 and got an error: Error LNK2019 unresolved external symbol "int __cdecl invoke_main(void)" (?invoke_main@@YAHXZ I got tired of suffering with the CMAKE config in VS and I tried to build using MSYS2 (with mingw compiler), after agonizing over there, I ended up with a similar problem undefined reference to 'WinMain' in the end, it was necessary to add #define SDL_MAIN_HANDLED (before #include <GL/glew.h>) to export.cpp and then it compiled!

    You also need to install mingw-w64-x86_64-cmake and don't use the default cmake from msys2 (remove it and restart ) otherwise you won't get past the Could NOT find OpenGL error (missing: OPENGL_opengl_LIBRARY OPENGL_glx_LIBRARY) even if you install mingw64/mingw-w64-x86_64-mesa.

    I was also able to build without any cmake this way: g++.exe -mwindows export.cpp -o export.exe -lmingw32 -lsdl2 -lopengl32 -lglu32 -lglew32

    I also had to comment: glUniform4fv(glGetUniformLocation(Image_SP, "iMouse"), 1, glm::value_ptr(shaderVariable)); because it couldn't defined shaderVariable: error: 'shaderVariable' was not declared in this scope.

    Some tips

    For static build (no need lib*.dll but need put SDL2.dll and glew32.dll in exe folder): Add in CMakeLists.txt -static by replace target_link_libraries(ShaderProject GLEW::GLEW SDL2::SDL2) to target_link_libraries(ShaderProject GLEW::GLEW SDL2::SDL2 -static)

    Compile without console window: Replace in CMakeLists.txt add_executable(ShaderProject ${SOURCES}) to add_executable(ShaderProject WIN32 ${SOURCES})

    For beginners: cmake . && cmake --build . for configure and build by cmake You need to install glew sdl2 glm packages via pacman -S packagename (use search via pacman -Ss packagename).

    opened by 0x4E69676874466F78 0
  • compilation failed error: unable to find library

    compilation failed error: unable to find library

    HI, i use FreeBSD 13.1 and i tried compile this project with linker problems I have installed minizip,sdl2 Bad order command maybe ?

    axfx@ /m/S/c/SHADERed (master)> gmake
    [  3%] Built target cppdap
    [  6%] Built target SpvGenTwoLib
    [  9%] Built target SpvGenTwoCommon
    [  9%] Built target IrrXML
    [ 62%] Built target assimp
    [ 62%] Built target GenericCodeGen
    [ 62%] Built target OGLCompiler
    [ 63%] Built target glslang-build-info
    [ 64%] Built target OSDependent
    [ 73%] Built target MachineIndependent
    [ 73%] Built target glslang
    [ 75%] Built target SPIRV
    [ 78%] Built target SPIRVVM
    [ 78%] Linking CXX executable bin/SHADERed
    ld: error: unable to find library -lSDL2
    ld: error: unable to find library -lstdc++fs
    ld: error: unable to find library -lminizip
    c++: error: linker command failed with exit code 1 (use -v to see invocation)
    gmake[2]: *** [CMakeFiles/SHADERed.dir/build.make:1540: bin/SHADERed] Error 1
    gmake[1]: *** [CMakeFiles/Makefile2:389: CMakeFiles/SHADERed.dir/all] Error 2
    gmake: *** [Makefile:136: all] Error 2
    
    
    opened by Martinfx 0
  • Crash on Save

    Crash on Save

    Oddly ShaderEd crashes for me in this case:

    1. Start a new project.(doesn't matter empty or GLSL)
    2. Create a shader stage.
    3. Create a vertexBuffer
    4. Create a vertexBuffer object and bind it.(give it any data...I just randomly slide some values)
    5. Save project - > Crash.
    opened by okuma10 0
Releases(v1.5.6)
  • v1.5.6(Oct 24, 2021)

  • v1.5.5(Oct 3, 2021)

    Check out the new plugin for SHADERed - SpearNode . It's a node based shader editor addon that supports debugging and exporting to Unity/HLSL/GLSL/SPIR-V.

    CHANGELOG:

    • add IPlugin3
    • fix gizmo 3D model
    • fix "Save as GLSL/HLSL" when a plugin shader editor is used
    • fix a bug where cached plugin shader editor information sometimes wouldn't be cleared
    • fix a bug that would cause SHADERed to crash when pausing the preview with a plugin shader editor open
    Source code(tar.gz)
    Source code(zip)
    Linux.zip(15.86 MB)
    Win32.zip(12.54 MB)
    Win64.zip(13.07 MB)
  • v1.5.4(Jul 10, 2021)

    CHANGELOG:

    • add "Save as HLSL" option & --convert flag can now convert GLSL -> HLSL
    • add ability to step into included files while debugging
    • add vertex buffer instancing
    • add ability to copy error messages
    • add --generatecmake | -gcm command line argument
    • add more empty space to the "Objects" window so it's easier to right click
    • fix a bug that would cause SHADERed to crash when trying to view texture properties
    • fix a bug that would cause compute shaders not to run when rendering a sequence to image files
    • fix a bug where 3D textures wouldn't be properly bound to a shader debugger
    • fix a bug where sometimes the debugger wouldn't work properly with if statements
    • fix loading volume .dds textures
    • fix autocomplete for geometry shaders
    • fix a bug that would cause shaders to be output in wrong directory when converting project into C++
    • fix debug outline in the "Preview" window when using lines_adjacency
    • fix a bug that caused SHADERed to crash when a non-project shader file is open in a text editor and there are error messages
    • fix a bug that occured when debugging a project that uses 3D models
    • fix a bug that caused SHADERed to crash when debugging geometry shaders
    • fix a bug that caused the debugger not to work if the compiler doesn't output function with the name "main"
    Source code(tar.gz)
    Source code(zip)
    Linux.zip(15.85 MB)
    Win32.zip(12.54 MB)
    Win64.zip(13.07 MB)
  • v1.5.3(May 20, 2021)

    Blog post: https://shadered.org/blog?id=9 YouTube tutorial: https://youtu.be/3VGN8r88Pkk

    Extension: https://marketplace.visualstudio.com/items?itemName=dfranx.shadered Extension source code: https://github.com/dfranx/vscode-shadered

    CHANGELOG:

    • add Debug Adapter Protocol
    • fix a bug that would sometimes cause SHADERed to concat two absolute paths
    • fix a bug where "Function Stack" window would display wrong line numbers while debugging HLSL
    Source code(tar.gz)
    Source code(zip)
    Linux.zip(17.22 MB)
    Win32.zip(13.37 MB)
    Win64.zip(13.88 MB)
  • v1.5.2(Apr 25, 2021)

  • v1.5.1(Apr 4, 2021)

    Blog post: https://shadered.org/blog?id=8

    CHANGELOG:

    • add tessellation control shader debugger
    • add --convert command
    • remove BUILD_IMMEDIATE_MODE (immediate mode now works on all systems)
    • fix immediate mode when using HLSL's cbuffer variables
    • fix a bug that would sometimes cause SHADERed to print unhelpful error messages
    • fix a bug in immediate mode that would cause it to crash
    • fix a bug where --disassemble command would output wrong IDs
    • fix a bug in text editor that would sometimes highlight wrong code folding collapse/expand sections
    • fix a bug where search in "Browse online" wouldn't work when searching for themes & plugins
    • fix a bug that doesn't let you close the frame analysis window
    • fix a bug that caused the frame analysis window to stay open after loading another project
    • remove SFML
    Source code(tar.gz)
    Source code(zip)
    Linux.zip(16.63 MB)
    Win32.zip(13.70 MB)
    Win64.zip(14.30 MB)
  • v1.5(Mar 11, 2021)

    Blog post: shadered.org/blog?id=6

    CHANGELOG:

    • add "Frame analysis" window
    • add the ability to detect undefined behavior in shaders
    • add global/frame breakpoints
    • add the ability to see variable's value throughout the whole frame
    • add SPIR-V instruction heatmap
    • add "Profiler" window - measure shader execution time
    • add color histogram
    • add pixel history
    • add "Focus mode"
    • add support for .dds textures
    • add Texture3D object
    • add preview for Image3D objects
    • add --disassemble command
    Source code(tar.gz)
    Source code(zip)
    Linux.zip(16.64 MB)
    Win32.zip(13.61 MB)
    Win64.zip(14.20 MB)
  • v1.4.4(Feb 16, 2021)

    Read the blog post: https://shadered.org/blog?id=6.

    CHANGELOG:

    • add tessellation shaders
    • add new file dialog
    • add code folding
    • add the ability to CTRL+Click on keywords, functions, headers... etc in the text editor
    • add "Highlight brackets" option to text editor
    • add PickPosition variable
    • add VertexShaderPosition variable
    • add darkened render texture as background to GeometryOutputUI
    • add the ability to open a shader file by drag and dropping it into the window
    • fix a bug where gizmo and bounding box would still render even when preview is paused
    Source code(tar.gz)
    Source code(zip)
    Linux.zip(16.15 MB)
    Win32.zip(13.35 MB)
    Win64.zip(14.16 MB)
  • v1.4.3(Dec 24, 2020)

    Read the blog post: https://shadered.org/blog?id=5

    CHANGELOG:

    • add geometry shader debugger
    • add "Auto" window
    • add "Save as GLSL" option
    • add "Language" dropdown to "Create Item" when creating a shader pass
    • add --compile and related commands
    • add function declaration tooltips
    • add scrollbar markers for changed lines
    • add the ability to temporarily disable breakpoint condition
    • add "Editor.DuplicateLine" shortcut
    • add "Editor.CommentLines" and "Editor.UncommentLines" shortcuts
    • add BufferFloat and BufferInt to input layout manager
    • add link to the blog post in the "Changelog" window
    • autocomplete now suggest object members after typing '.'
    • highlight SPIR-V code that corresponds to the line on which the shader debugger is currently located
    • list Rust and C++ shaders in 'Browse online' window if corresponding plugins are installed
    • creating a new project doesn't require a save location anymore
    • when creating a render texture the ratio size will now be used by default
    • remove "Clear" button in pixel inspect window
    • "Properties" window will now open (if it was closed) when opening the object's/item's properties
    • fix a bug that would sometimes crash SHADERed when pasting code
    • fix a bug that would cause SHADERed to crash when opening a newly created VertexBuffer item in the properties window
    • fix a bug that caused SHADERed to crash when deleting a input layout item
    • fix a bug that caused "Create item" window not to create shader files sometimes
    • fix a crash that happened when deleting last expression in the "Watch" window
    • fix "Auto indent on paste" feature
    • fix "Topology" dropdown in the properties (it was impossible to render a point list)
    • fix double click, CTRL+Backspace & CTRL+Delete shortcuts in the text editor
    • fix a bug that would cause the "Use geometry shader" flag to be completely ignored in "Create item" window
    • fix a bug that caused SHADERed to crash when plugin tried to add a message without a "group"
    • fix a bug that would sometimes cause SHADERed to store configs and downloads on non user owned folders on Linux
    Source code(tar.gz)
    Source code(zip)
    Linux.zip(16.12 MB)
    Win32.zip(13.32 MB)
    Win64.zip(14.13 MB)
  • v1.4.2(Nov 5, 2020)

    CHANGELOG:

    • add "Save SPIR-V binary" option
    • add the ability to drag and drop objects on pipeline items
    • add --version | -v command line argument
    • add --render | -r, --renderwidth | -rw, --renderheight | -rh, --rendertime | -rt, etc... commands
    • add threading to "Browse online" window so that it doesn't block SHADERed
    • add OS support check for plugins in "Browse online" window
    • improve Pixel Inspect window's UI
    • improve message written after installing plugin through "Browse online" window
    • improve logging
    • reset file dialog search query after opening a directory
    • right clicking on the path button in file dialog will open path textbox
    • text editor's "Find" feature is now case insensitive
    • unpin the variable after applying system value to it
    • fix binding textures to HLSL shaders in the debugger
    • fix pipeline item drag and drop
    • fix "Check for plugin updates on startup" option
    • fix undo bug that happens after autocomplete
    • fix SPIR-V syntax highlighting on stats page
    • fix text editor scrolling
    • fix GLSL include directive
    • fix converting from SPIR-V to GLSL when multiple stages are in the same file
    • fix a bug that wouldnt let user open a project that used plugins through terminal
    Source code(tar.gz)
    Source code(zip)
    Linux.zip(16.01 MB)
    Win32.zip(13.26 MB)
    Win64.zip(14.06 MB)
  • v1.4.1(Oct 4, 2020)

    CHANGELOG:

    • add compute shader debugger
    • add "Vector watch" window
    • add the ability to speed up the first person camera's movement by holding SHIFT key
    • add the ability to paste full file path in the file dialog
    • switch from Dear ImGui's 'Columns API' to 'Tables API' in "Watches" & "Breakpoints" window
    • fix a bug that would cause SHADERed to crash when using immediate mode while debugging vertex shaders
    • fix a bug that would cause SHADERed to crash if shader has a function with a texture as an argument
    • fix a bug that would keep the debugger running after "Save As"
    • fix a bug that wouldn't add a project to recents after "Save As"
    Source code(tar.gz)
    Source code(zip)
    Linux.zip(15.88 MB)
    Win32.zip(13.25 MB)
    Win64.zip(14.05 MB)
  • v1.4(Sep 2, 2020)

  • v1.3.6(Jul 27, 2020)

    CHANGELOG:

    • [DEBUGGER] add immediate window
    • [DEBUGGER] add watches
    • [DEBUGGER] add conditional breakpoints
    • [DEBUGGER] add a feature that executes expressions on hover
    • [DEBUGGER] add color preview for vec3 and vec4 variables
    • add code snippets (located in Options)
    • add a feature that allows exporting images, textures & render textures to an image file
    • add ability to disable compute pass
    • add ability to update image's content from a loaded texture
    • add markers to text editor's scrollbar
    • add "Auto indent on paste" option
    • add IsSavingToFile system variable
    • add custom file dialogs
    • add ability to add multiple textures to project at once
    • add KeyboardTexture description in Help -> Information
    • implement IPlugin2
    • redesign "Output" window
    • fix text editor's "Find and replace" feature
    • fix a bug that would crash SHADERed when using multiple compute shaders
    • fix a bug that would crash SHADERed when deleting a buffer
    • fix a bug that would crash SHADERed when setting FPS limit to 0 while the FPS limit is applied to whole application
    • fix a bug that would add textures to Shader Pass' variables when using "auto variables" feature
    • fix a bug that caused SHADERed not to apply 'system value' if a variable previously used a function
    • fix cubemaps
    • fix cubemap example
    • fix a bug that would incorrectly report an error when exporting project to a C++ file
    • fix a bug that would add some themes two times to the theme list in options
    • fix a bug that wouldn't sync breakpoint's state when toggling it through the "Breakpoints" window
    • remove "Create shader file" menu item
    • rename "Active autocomplete" option to "Continuous autocomplete"
    Source code(tar.gz)
    Source code(zip)
    Linux.zip(15.84 MB)
    Win32.zip(13.41 MB)
    Win64.zip(14.00 MB)
  • v1.3.5(Jul 12, 2020)

    There are also new plugins: https://shadered.org/store/plugins.php

    CHANGELOG:

    • plugin API v1
    • add a feature that automatically detects and adds uniforms to variable manager
    • add "Active autocomplete" option
    • add user defined functions, variables & structures to text editor's autocomplete
    • add KeyboardTexture object
    • add BreakpointDisabled, UserFunction, UserType, UniformVariable, GlobalVariable, LocalVariable, FunctionArgument entries to TextEditor's theme
    • add "Syntax highlighting" option
    • add SHADERED_WEB, SHADERED_DESKTOP & SHADERED_VERSION preprocessor definitions to shaders
    • add Preview.ToggleCursorVisibility, Preview.ToggleMouseLock & Preview.ToggleTimePause shortcuts
    • add more information to the "Stats" page
    • add ability to reload texture objects
    • plugins are backward and forward compatible
    • plugins can implement their own shader language & editor
    • improve the "auto recompile" feature
    • fix text editor's ui scaling
    • fix HLSL geometry shaders
    • fix a bug that caused SHADERed to crash when deleting render textures
    • fix a bug that sometimes caused SHADERed to crash when deleting shader pass item
    • fix a bug that caused deleted plugins to stay in the "Not loaded" list in options
    • fix a bug that allowed user to create objects without a name
    • fix a bug that caused SHADERed to crash when debugging a shader that uses some image functions
    • fix cubemap saving
    • fix text editor's "Save changes" popup
    • fix "Autocomplete" option
    • fix "Brace completion"
    • fix mouse wrapping
    • rename "Recompile shader every 200ms" to "Recompile shader on content change"
    • rename "Smart predictions" to "Autocomplete"
    Source code(tar.gz)
    Source code(zip)
    Linux.zip(15.57 MB)
    Win32.zip(13.13 MB)
    Win64.zip(13.70 MB)
  • v1.3.4(May 17, 2020)

    CHANGELOG:

    • replace ShaderDebugger with SPIRV-VM (introduces significant improvements to the SHADERed's debugger)
    • add pixel outline to debugger's overlay
    • add debugger overlay to render texture's preview
    • add Stats page (currently only shows SPIR-V)
    • add "Auto fetch" option
    • add "Primitive outline" & "Pixel outline" options
    • add a feature that automatically creates shader files when creating a shader pass
    • add line numbers in the "Function stack" window
    • add statusbar to render texture's preview
    • add new templates (QuadHLSL and QuadGLSL)
    • primitive's outline is now shown even after zooming in when paused and debugging
    • changing properties in Save Preview -> Advanced should now accordingly update the preview window
    • use glslang for error messages
    • use more powerful GPU by default (NvOptimusEnablement & AmdPowerXpressRequestHighPerformance)
    • double clicking on an object in the "Objects" window now opens its preview
    • make it possible to pick pixels on the render texture's preview window
    • show pixel coordinates in "Pixel Inspect" window
    • update text editor's light theme (better current line and "selection" colors)
    • reset zoom on project load
    • pause music & audio shader when preview is paused
    • [DEBUGGER] now works with buffers, 3D textures and cubemaps
    • [DEBUGGER] now works with VertexBuffer items
    • [DEBUGGER] add support for derivative functions
    • remove "Immediate" window, "Watches" & conditional breakpoints
    • fix a bug where buffer objects couldn't be bound to vertex/pixel shaders
    • fix (render) texture's preview alignment
    • fix (render) texture's preview magnifier
    • fix gizmo
    • fix VertexBuffer picking + bounding box
    • fix 3D model picking
    • fix "Step Out" (it's now possible to use "Step In" multiple times on the same line)
    • fix a bug that caused breakpoints to duplicate when a new line is added
    • fix a bug that caused SHADERed to change current time after a render to file even if user didn't change it
    • fix a bug that caused SHADERed to crash when deleting a texture that's open in properties
    • fix a bug that caused magnifier not to zoom sometimes
    • fix a bug that made it possible to open preview for the same object several times
    • fix a bug that caused debugger to produce wrong numbers when it is rendered to the same render texture multiple times in the project
    • fix a bug that caused buffer to stay bound to compute pass even after it has been unbound
    • fix buffer's "load data from 3D model"
    • fix text editor's UI when user horizontally scrolls
    • fix a bug that would apply user's custom render states to the magnifier UI
    • fix TextEditor::EnsureCursorVisible()
    Source code(tar.gz)
    Source code(zip)
    Linux.zip(15.42 MB)
    Win32.zip(13.08 MB)
    Win64.zip(14.43 MB)
  • v1.3.3(Apr 17, 2020)

    CHANGELOG:

    • add VertexBuffer
    • add command line arguments
    • add an option to pause buffer preview
    • add an option to load buffer data from texture, 3D models and regular files
    • add horizontal scrolling with mouse cursor while selecting text
    • add SHIFT + left click to select text
    • add color preview to vec3 and vec4 shader variables
    • line numbers & breakpoints in text editor should now be "pinned" to the left side
    • fix a bug that unfocused text editor on AltGr key press
    • fix a bug that caused SHADERed to crash when parsing error messages
    • fix a bug that caused SHADERed to crash when using ObjectProperty variables
    • fix a bug that caused SHADERed to crash when a font file didn't exist
    • fix a bug that caused SHADERed sometimes to crash after pressing "Change Variables" button
    • fix a bug that caused variable values to get mixed up sometimes
    • fix a bug that caused preview window to sometimes go blank when using an external text editor
    • fix a bug that caused "Save As" file dialog to open twice when saving templates
    • fix a bug caused by deleting variables used in the "Change Variables" popup
    • fix gizmo
    • fix file dialogs
    • fix fps limit options
    • fix line highlighting in the text editor
    • fix plane and circle normals
    Source code(tar.gz)
    Source code(zip)
    Linux.zip(10.98 MB)
    Win32.zip(12.39 MB)
    Win64.zip(12.99 MB)
  • v1.3.2(Apr 3, 2020)

    CHANGELOG:

    • add texture properties
    • add shader variables that point to pipeline item properties
    • add a splash screen
    • add "Changelog" popup which shows up on startup after an update
    • add "Show tips on startup" option
    • add "This will unassign Shortcut.ID" popup when changing shortcuts
    • fix ScreenQuad position and size on other RTs
    • fix a bug that caused SHADERed to crash when clicking on shader variable function list combobox
    Source code(tar.gz)
    Source code(zip)
    Linux.zip(16.98 MB)
    Win32.zip(12.37 MB)
    Win64.zip(12.97 MB)
  • v1.3.1(Mar 18, 2020)

    CHANGELOG:

    • add confirmation dialog when deleting a shader pass item
    • add CTRL + scroll to change text editor font size
    • fix font resizing/changing
    • fix a bug where caret would move multiple characters after pressing backspace
    • fix picking with SHIFT + A
    • fix picking scaled 3D models
    • fix a bug where SHADERed would sometimes block on exit on Linux
    • fix UI scaling
    • DPI awareness
    • moving items up/down now counts as a project modification
    • resizing render textures now counts as a project modification
    • remove MatrixShadow and MatrixReflect
    Source code(tar.gz)
    Source code(zip)
    Linux.zip(10.86 MB)
    Win32.zip(12.27 MB)
    Win64.zip(12.87 MB)
  • v1.3(Feb 25, 2020)

    CHANGELOG:

    • add shader debugger
    • add plugin API
    • add MSAA
    • add option for supersampling when rendering to an image file
    • add support for #include keyword
    • add "Export -> as C++ project" option
    • add ability to load projects by drag and dropping them
    • add search in Options -> Shortcuts
    • add "Pause preview on startup" option
    • add "Show function description tooltips" option
    • change default font & theme
    • change how MouseButton works
    • change how paused state works
    • clicking on "Reset time" when paused will now rerender everything
    • fix zoom reset using double click when paused
    • fix a bug where SHADERed would think it's minimized on startup (and slow down the whole program)
    • fix copy and pasting '\t'
    • fix deleting '\t'
    • various fixes
    Source code(tar.gz)
    Source code(zip)
    Linux.zip(10.67 MB)
    Win32.zip(12.27 MB)
    Win64.zip(12.87 MB)
  • v1.2.4(Oct 31, 2019)

    CHANGELOG:

    • add drag & drop to PipelineUI
    • add ability to "hide/deactivate" certain shader pass
    • fix TextEditor shortcut system (please update your shortcuts.kb file)
    • fix Home/End in TextEditor
    • fix gizmo interaction when preview is zoomed in
    • fix Find tool's highlighting
    • fix pause functionality
    • scroll to Find tool's selection
    • Editor.Replace is now bound to CTRL+H (instead of SHIFT+H)
    Source code(tar.gz)
    Source code(zip)
    Linux.zip(9.72 MB)
    Win32.zip(11.60 MB)
    Win64.zip(12.14 MB)
  • v1.2.3(Oct 13, 2019)

    CHANGELOG:

    • add 3D textures
    • add audio shaders (GLSL synthesized audio)
    • add ability to have multiple cameras / camera snapshots
    • add ability to change variable type after variable has been created
    • add a window where all system variables are listed
    • add magnifier tool to texture/image preview window
    • add find and replace feature in the text editor
    • add right click context menu in the text editor
    • add Editor.FindNext shortcut
    • add feature that automatically adds variables on shader pass creation
    • add support for HLSL types in the buffer format
    • add ability to change warning, message and error text colors in the theme files
    • add ability to use sprintf format specifiers in filenames when exporting image sequence
    • fix copy and paste
    • fix matrix variable exporting & importing
    • fix a bug where openning Sobel -> Edge -> Sobel examples would break the rendered
    • fix RT default size
    • fix bounding box color
    • fix a bug where SHADERed would recompile file two times after clicking "Compile" button
    • fix texture loading
    • fix "GeometryShader" & "VulkanSimple" example
    • fix a bug where "Outline" example wouldn't work after Edge/Sobel examples
    • fix ObjectPreviewUI::Close()
    • fix a crash on openning "cubemap" example
    • improve image sequence export speed
    • any form of project saving should also now save all shader code modifications
    • shader code modifications now also count as project modifications (now you will get "Are you sure" message box on exit)
    • recompile shader pass after we change it's shader path
    • close code editors after a shader pass has been deleted
    • prevent various crashes (loading wrong 3D model file, wrong project file, compute shaders not supported, etc...)
    • color compute shader labels light/dark green (can be changed)
    • improve CTRL+F
    • internal changes
    Source code(tar.gz)
    Source code(zip)
    Linux.zip(9.72 MB)
    Win32.zip(11.60 MB)
    Win64.zip(12.14 MB)
  • v1.2.2(Sep 27, 2019)

    Here's another huge update with many new features and fixes. I am going to slow down with SHADERed development (although I will try to push at least one fix/feature every day) and I am going to mostly focus on ShaderDebugger - a feature that will later come to SHADERed.


    CHANGELOG:

    • rework image objects (removed Read & Write flags & you can choose how to bind them) - some old projects with compute shaders may not work
    • add support for Vulkan GLSL
    • add input layout manager
    • add CTRL+F in code editor
    • add tangent, bitangent and color vertex attributes
    • add ability to export your shader to an image sequence
    • add support for drag & drop
    • add resource manager
    • add project change detection & "Are you sure?" message box
    • add "Hide menu bar in performance mode" option
    • add glslang error messages when preprocessing fails
    • add CamerPosition3 and CameraDirection3 variables
    • fix a bug which would crash whole app after deleting last variable in the list
    • fix a bug where variable name was wrongly limited to 16chars when being created
    • fix a bug where SHADERed would use absolute paths even if project and shader file were on the same drive
    • fix file "Compile" option so that it only recompiles the correct shader pass
    • fix "Recompile on file change" so that it only recompiles correct shaders
    • fix non resizable columns
    • fix a bug where SHADERed would sometimes crash on exit
    • fix a bug where no actual error messages show up with the auto recompile on HLSL and Vulkan GLSL shaders
    • fix "Edge" example
    • fix for two vertical scrollbars in CodeEditorUI
    • fix for loading textures with improper size
    • fix ScreenQuadNDC rendering in GLSL projects
    • save "performance mode" state on exit
    • increase variable name length from 32 to 256
    • color the "Name:" label red when user tries to use already existing item name
    Source code(tar.gz)
    Source code(zip)
    Linux.zip(9.68 MB)
    Win32.zip(11.58 MB)
    Win64.zip(12.16 MB)
  • v1.2.1(Sep 20, 2019)

    CHANGELOG:

    • fix ctrl + backspace / ctrl + delete
    • fix ctrl + shift selecting
    • fix "Insert spaces on tab press" option
    • fix "Show horizontal scrollbar" option
    • fix text editor error message color on light theme (& add ErrorMessage property to editor themes)
    • fix various transcompiler crashes
    • fix a crash that occurs when fetching texel data from a texture without a sampler in a HLSL shader
    • fix a bug where text editor would append \n at the end of file
    • fix crash when using RWTexture2D
    • fix crash on HLSL function calls with no arguments
    • write item type in the Properties
    • minor UI polishing
    Source code(tar.gz)
    Source code(zip)
    Linux.zip(9.65 MB)
    Win32.zip(11.56 MB)
    Win64.zip(12.14 MB)
  • v1.2(Sep 17, 2019)

  • v1.1.5(Sep 14, 2019)

  • v1.1.4(Sep 11, 2019)

    CHANGELOG:

    • add option to reset time
    • add CTRL+ALT+MWheel to zoom in/out
    • add buffer objects
    • add instancing
    • add cubemap preview
    • add object preview window
    • add automatic update checks
    • add option to modify system variables when rendering to an image
    • fix zoom area dragging
    • fix zoom selection bounds
    • fix picking when zoomed in
    • fix gizmo, bounding box & zoom area performance
    • fix a bug where SHADERed would crash with multiple 3D models
    Source code(tar.gz)
    Source code(zip)
    Linux.zip(9.59 MB)
    Win32.zip(11.50 MB)
    Win64.zip(12.08 MB)
  • v1.1.3(Sep 3, 2019)

    CHANGELOG:

    • fix float4/int4/bool4 variables
    • add icon font
    • add tool bar
    • add zoom in/out functionality
    • add zoom controls (ALT + LEFT drag to select the zoom area, ALT + RIGHT drag to move the zoom area, ALT + DBL CLICK to reset zoom)
    • add format property to render textures
    • add ability to pause and increase time by 100ms (or hold CTRL to increase just by 1 frame)
    • add Mouse and MouseButton system variables
    • fix last frame flag for GeometryTransform
    • fix a bug where bounding box wouldn't show if gizmo is turned off
    • disable last frame flag for ViewportSize
    Source code(tar.gz)
    Source code(zip)
    Linux.zip(9.54 MB)
    Win32.zip(11.43 MB)
    Win64.zip(11.99 MB)
  • v1.1.2(Aug 30, 2019)

  • v1.1.1(Aug 23, 2019)

  • v1.1.0(Aug 22, 2019)

    UPDATE: Added 64bit version + fixed crashes when trying to create a new project from templates NOTE: Fixed all major issues in v1.1.1 so please avoid using this version!!!

    CHANGELOG:

    • port from DirectX to OpenGL & SDL (works on linux now)
    • add CMakeLists.txt
    • use assimp - supports more 3D model file formats
    • link glslang and SPIRV-Cross (rather than using external processes)
    • only one variable manager for all stages (variable names now matter though)
    • write actual error messages in the Output window
    • add line number and shader type (source) in the Output Window
    • support single key shortcuts (example: press F to go into Performance mode)
    • KeyboardShortcuts doesnt listen to repeated events anymore
    • merge DepthStencilState, RasterizerState, BlendState into one state called RenderState
    • HLSL to GLSL transcompiler
    • cubemaps now require path to 6 separate textures
    • append version to project files (+ backwards compatibility)
    • implement version #2 of SHADERed project files
    • SHIFT+drag gizmo for faster dragging
    • slow down the application when minimized
    • add "Apply the FPS limit to the whole application" option
    • add "Limit application to 60FPS when it is not focused" option
    • limit rotation value between [0, 360] in PropertyUI
    • duplicated object now appears in PropertyUI if "PropertyPick" option is turned on
    • IsPicked variable now works with multiple items selected
    • prompt user to save project when user tries to save changes to a shader file in a template
    • prompt user to save project when user tries to open template shaders in an external editor
    • add an actual logger -> outputs high amount of stuff in log.txt
    • fix mouse cursor capture when rotating camera
    • fix bounding boxes for other geometry types
    • fix for "app wont gain focus when clicking on anything but the titlebar"
    • fix a bug where the app would crash if when set as a default app for ".sprj" files
    • fix a bug where gizmo wont move with the selected object when the object is moved using PropertyUI
    • fix a bug where user couldnt write {} (and other characters using alt and ctrl) in the text editor
    • fix a bug where user could pick a render state item by double clicking it in PipelineUI
    • fix a bug where two items could exist with names "Box", "BoX", etc...
    • fix a bug where where SHADERed wouldnt check for file updates on a recently added geometry shader
    • remove FXAA
    • remove stats page
    • remove input layout manager
    • remove glslangValidator.exe & SPIRVCross.exe
    Source code(tar.gz)
    Source code(zip)
    Linux32.zip(10.98 MB)
    Linux64.zip(10.98 MB)
    Win32.zip(11.39 MB)
    Win64.zip(11.95 MB)
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Current building status Moon Moon is a lightweight online game server framework implement with multithread and multi-luaVM. One thread may have 1-N lu

Bruce 467 Dec 29, 2022
A cross-platform,lightweight,scalable game server framework written in C++, and support Lua Script

hive Distributed game server framework based on CPP 17 && LUA 5.4 框架(hive)+逻辑(server) 支持跨平台开发(windows,linux,mac) oop模式的lua开发,支持lua热更新 protobuf协议 pbc修改

toney 82 Jan 1, 2023
A Fingerprint Door Lock using a microprocessor named Arduino UNO and programming through Arduino IDE

INSTRUCTIONS - The codes for the Fingerprint Door lock are present in the Code For Fingerprint Door Lock folder The instructions of how to operate the

Akhil Sahukaru 15 Mar 3, 2022
Some sketches for the VL53L5CX ranging camera for use with the Arduino IDE

VL53L5CX Some examples for the ST's VL53L5CX 8 x 8 pixel ranging camera using Simon Levy's Arduino library and Seth Bonn's multi-byte I2C read and wri

Kris Winer 18 Dec 8, 2022
a work in progress try to make an IDE with the CSFML

EatSleepCode A work in progress for educational purpose. To help better understanding the CSFML lib. Installation clone this repo and do make Use case

Saverio 1 Nov 20, 2022