A C++ library that takes GLSL shaders, does some GPU-independent optimizations on them and outputs GLSL or Metal source back. Optimizations are function inlining, dead code removal, copy propagation, constant folding, constant propagation, arithmetic optimizations and so on. Apparently quite a few mobile platforms are pretty bad at optimizing shaders; and unfortunately they also lack offline shader compilers. So using a GLSL optimizer offline before can make the shader run much faster on a platform like that. See performance numbers in this blog post.
https://github.com/aras-p/glsl-optimizerTags | shaders glsl metal cross-compiler optimizer webgl shader optimize opengl essl es opengles |
Implementation | C++ |
License | MIT |
Platform | NodeJS |
Friendly GLSL Shader editor based on Codemirror compatible with glslViewer (C++/OpenGL ES) and glslCanvas (JS/WebGL). Was originaly develop to work as a embebed editor for The Book of Shaders. But now have grown as a stand alone Web app. Thanks to their compatibility with other apps of this ecosystems like glslViewer that runs in the RaspberryPi directly from console, GlslEditor interact with other projects like OpenFrame.io allowing the user to export the shaders to frames with only one button.
glsl shader editorGamma is a substrate for graphics software, such as games and data visualization tools. It presents a simple, composable language for representing GLSL shaders. Technically, Gamma is an EDSL that hosts GLSL within Clojurescript. It is inspired by Carlos Scheidegger's Lux and Conal Elliot's Vertigo and Pan. Gamma targets the WebGL subset of the OpenGL ES 1.0 Shading Language. Gamma can be used a la carte to compile shader source, without adopting Clojure/Clojurescript for your runtime application.
Live-coding console tool that renders GLSL Shaders. Every file you use (frag/vert shader, images and geometries) are watched for modification, so they can be updated on the fly. This was tested with Ubuntu 16.04.
shaders fragment-shader c-plus-plus opengl-es glsl vertex-shaders glslviewer raspberrypi osxShaderConductor is a tool designed for cross-compiling HLSL to other shading languages. Note that this project is still in an early stage, and it is under active development.
spir-v hlsl glsl shader compiler metal dxil graphics vulkan d3d11 d3d12 d3d10 d3d9 opengl opengl-esGlslCanvas is JavaScript Library that helps you easily load GLSL Fragment and Vertex Shaders into an HTML canvas. I have used this in my Book of Shaders and glslEditor. That's all! glslCanvas will automatically load a WebGL context in that <canvas> element, compile the shader and animate it for you.
glsl shader sandbox fragment browserDX9 style HLSL in, GLSL / GLSL ES out. For an opposite tool (GLSL ES to HLSL translator), look at Google's ANGLE.
shaders glsl cross-compiler hlslIt forms one of the core components of the stack.gl ecosystem, allowing you to install GLSL modules from npm and use them in your shaders. This makes it trivial to piece together different effects and techniques from the community, including but certainly not limited to fog, noise, film grain, raymarching helpers, easing functions and lighting models. A full list can be found on the stack.gl packages list under the "Shader Components" category.
ecosystem:stackgl browserify-transform glslify glsl module system cli shader webglThe above page includes where to get binaries, and is kept up to date regarding the feature level of glslang. An OpenGL and OpenGL ES shader front end and validator.
XBImageFilters allows you to obtain filtered versions of any image or from the camera in realtime. It uses OpenGL ES 2 to filter the images through fragment shaders you write yourself so you can filter your images in whatever way you want and it is super fast. In this screenshot of the sample we have on the top half of the screen a regular UIImageView with contentMode set to UIViewContentModeTop, and on the bottom half a XBFilteredImageView with the same image with contentMode set to UIViewContentModeBottom and a filter [a GLSL fragment shader] that outputs the luminance of the pixel color.
Alternatively, you can pack the extension yourself and load by dropping the .crx file in the Extensions page.
chrome-devtools-extension google-chrome shader-editor glsl webgl[2017/11/12] - Added simple tessellation shader sample. Fixed misc issues with pipeline setup for tessellation. [2017/11/10] - Added ChessSet demo. Added geometry shader sample. Fixes to depth stencil handling. [2017/11/10] - Added TexturedCube sample. Updated depth attachment handling on swapchain render pass. Switched out lc_image for stb_image. Added DXC shader build script. [2017/05/27] - Fixed some annoying buffer state transitions. Added build script for shaders. Updated shader naming convention to be more exact. Added OpaqueArgs and PassingArrays for investigation. [2017/05/20] - Updated Append/Consume sample for Vulkan. Requires latest glslang. ConstantBuffer also works for both platforms. [2017/05/13] - Added Linux support. Moved to project files to cmake. Moved glsl shaders to glsl sub directory - forcing HLSL for now. [2017/04/30] - Clarified shader usage in some sample programs to point out which source they're coming from. [2017/04/27] - Added ConstantBuffer sample (D3D12 only for now). Updated Vulkan samples to use negative viewport height. [2017/04/25] - Updated SimpleCompute and StructuredBuffer to work on Vulkan. [2017/04/24] - Added compute samples (D3D12 only for now). One for simple compute and another for structured buffers.
Diligent Engine is a lightweight cross-platform abstraction layer between the application and the platform-specific graphics API designed to take advantages of next-generation APIs such as Direct3D12 and Vulkan, while providing support for older platforms via Direct3D11, OpenGL and OpenGLES. Diligent Engine exposes common front-end for all supported platforms and provides interoperability with underlying native API. Shader source code converter allows HLSL shaders to be used on all supported platforms and rendering backends. The engine is intended to be used as a graphics subsystem in a game engine or any other 3D application, and supports integration with Unity. Diligent Engine is distributed under Apache 2.0 license and is free to use. Alternatively, you can get master repository fisrt, and then individually clone all submodules into the engine's root folder.
gamedev opengl opengl-es graphics graphics-engine vulkan direct3d12 direct3d11 d3d11 d3d12 gles vulkan-api vulkan-engine vulkan-library vulkan-game-engine renderer gamedev-library graphics-programming graphics-library renderingThis repo contains a selection of projects designed to help you learn the basics of computer graphics. We'll be writing shaders to render interactive two-dimensional and three-dimensional scenes. This workshop covers fragment shaders (GLSL), procedural texture generation, rasterization, lighting calculations, and real-time ray tracing.
webgl shaders graphics glsl raytracing 3d 2d rasterizationAn introduction to GLSL shaders and graphics programming that runs in your web browser. The script will ask you if you want to create an answer directory, press y to accept. This will populate your current directory with shader files for you to edit for each lesson – hopefully, it should also automatically open your web browser but if it doesn't you can find the workshop menu on http://localhost:12492/.
Godot Shaders is a repository of Free shaders, part of which we made for our course Godot Shader Secrets. ➡ Follow us on Twitter and YouTube for free game creation tutorials, tips, and news! Get one of our Godot game creation courses to support our work on Free Software.
game shaders godot-engine game-assets godot-shader godot-shaders shader-secretsGPUImage 3 is the third generation of the GPUImage framework, an open source project for performing GPU-accelerated image and video processing on Mac and iOS. The original GPUImage framework was written in Objective-C and targeted Mac and iOS, the second iteration rewritten in Swift using OpenGL to target Mac, iOS, and Linux, and now this third generation is redesigned to use Metal in place of OpenGL. The objective of the framework is to make it as easy as possible to set up and perform realtime video processing or machine vision against image or video sources. Previous iterations of this framework wrapped OpenGL (ES), hiding much of the boilerplate code required to render images on the GPU using custom vertex and fragment shaders. This version of the framework replaces OpenGL (ES) with Metal. Largely driven by Apple's deprecation of OpenGL (ES) on their platforms in favor of Metal, it will allow for exploring performance optimizations over OpenGL and a tighter integration with Metal-based frameworks and operations.
Voodoo Shader is a comprehensive graphics framework for powering shaders in multiple programs, during development or after release. Voodoo uses plugins and a shared core to support many games and other applications and is compatible with Direct3D and OpenGL.
cg framework glsl hlsl shaderThis project ports some music visulization shaders from WebGL(Shadertoy.com) to Android OpenGL ES. It captures the audio's fft & waveform data by system's Visualizer, and then pass them to a 2-lines height texture that can be used in a shader program (more detail).
visualization opengl-es shadertoy shaderShaderGraph is a library for linking together GLSL snippets into stand-alone shaders. It is mainly meant to build complicated shaders 100% programmatically. But it can also act as the back-end to a live graph-based shader editor, as its graph model is persistent. Snippets can be simple one-liners, or multi-function source files. Snippets can also declare callbacks, as functions without bodies, linked in from elsewhere. This allows complicated execution flows to be built very easily.
The purpose of this library is to make creating particle effects using THREE.js and WebGL as simple as possible. The heavy-lifting is done by the GPU, freeing up CPU cycles. Emitters are created by first creating an instance of SPE.Group. It is in the group where ShaderMaterial settings are applied, and the texture for all emitters added to that group is set. Multiple groups can be created, but if efficiency is a high-priority then as few groups as possible should be created. The group takes care of uploading emitter data to the GPU for simulation and rendering, so the fewer chunks of data that get sent the better.
three.js webgl particle particles glsl shader spe
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