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## Proposal
Create infrastructure that translates (working) shadertoy shaders into rust-gpu (and runs?). This would make it so we have a sort of burndown chart a la https://github.com/uutils/coreutil…
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I am working on the top issues in #15 and `InvalidToken` shows up quite a bit. There is different variants. But the few I tried to understand were caused by GLSL keywords being used as identifier name…
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Hi, is it possible for FragM to add shadertoy support? That is, export files like `common.frag`, `BufferA.frag`, ..., `Image.frag` so that one can copy them to the shadertoy UI and view the live resul…
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I forked the repo today, have some big plans in the works to grow ISF:
Gather vs and fs into one '.isf' file ( I notice many times I copy only the fs and get errors, also this seems more elegant as…
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I tried pasting in a shader from shadertoy.com but it doesn't look like the names are the same. Is there an easy way to do this?
Otherwise I can add some kind of alias system for each variable, so it…
odbol updated
8 years ago
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The proposal is to rewrite the Curv "viewer" window to use WebGPU, replacing the use of OpenGL.
**Rationale:** Currently Curv is stuck at version 3.3 of OpenGL due to MacOS compatibility requiremen…
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The current scope of the project renders it exclusively towards a limited set of applications (e.g. color management).
Given the project's reliance on shaders, it could allow functions similar to t…
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Can naga be used as a cli tool to lint shader files? Or are there other tools that can be used?
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### Tested versions
- Reproducible in v4.2.2.stable.flathub [15073afe3]
### System information
Godot v4.2.2.stable (15073afe3) - Freedesktop SDK 23.08 (Flatpak runtime) - X11 - Vulkan (Forward+) - …
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I'm just curious if there is any interest in trying a new syntax for milkdrop presets. I find the current syntax a little painful and started imagining a more user friendly format. If there is inter…