Shaders

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Revision as of 13:51, 30 October 2020 by Milk (talk | contribs) (→‎Shaders)
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General

  • https://en.wikipedia.org/wiki/Shading_language - a graphics programming language adapted to programming shader effects (characterizing surfaces, volumes, and objects). Such language forms usually consist of special data types, like "vector", "matrix", "color" and "normal". Due to the variety of target markets for 3D computer graphics, different shading languages have been developed.



  • Uniform (GLSL) - OpenGL Wiki - a global Shader variable declared with the "uniform" storage qualifier. These act as parameters that the user of a shader program can pass to that program. Their values are stored in a program object.Uniforms are so named because they do not change from one shader invocation to the next within a particular rendering call thus their value is uniform among all invocations. This makes them unlike shader stage inputs and outputs, which are often different for each invocation of a shader stage.



  • Inigo Quilez - fractals, computer graphics, mathematics, shaders, demoscene and more



Shaders

  • https://github.com/mckennapsean/wood-shader - based on the original paper (by Marschner et al.) which established a new sub-surface reflection component to the bidirectional reflectance distribution function (BRDF) that creates a sub-surface highlight distinct to the appearance of actual, finished wood. The key features of this process include identifying the direction/angle of the sub-surface wooden fibers, refracating and reflecting the incoming light ray along this angled wooden fiber, and producing a Gaussian-spread along a cone in the direction of this angled reflection ray. All of these features were coded and ported into GLSL. A sample, rendered image of tiger wood is presented below.








  • ReShade - generic post-processing injector for games and video software developed by crosire. Imagine your favorite game with ambient occlusion, real depth of field effects, color correction and more ... ReShade exposes an automated and generic way to access both frame color and depth information (latter is automatically disabled during multiplayer to prevent exploitation) and all the tools to make it happen.The possibilities are endless! Add advanced depth-edge-detection-driven SMAA antialiasing, screen space ambient occlusion, depth of field effects, chromatic aberration, dynamic film grain, automatic saturation and color correction, cross processing, multi-pass blurring ... you name it.



Tools

ShaderTool



sre_glsl_editor

gpuc

gpuc


SHADERed

  • SHADERed - free and open source shader editor - an IDE that makes developing advanced shaders easier. With this tool, you are not limited to vertex and pixel shaders - your projects can also use compute and geometry shaders.SHADERed also comes with a built-in shader debugger (check out the ShaderDebugger project). The debugger currently only supports pixel and vertex shaders but the support for geometry and compute shaders is coming soon.Besides those two prominent features, SHADERed also supports: render textures, render states (blend, stencil, etc...), buffers, 3D & 2D textures, cubemaps, instancing, 3D models & geometry, live preview, plugin API, etc...


GLSL Sandbox Gallery

Shadertweak

PixelSpirit

  • PixelSpirit - Each Pixel Spirit card presents a visual element together with the GLSL shader code that generates it. Ultimately, these elements can be reused and combined to compose an infinite visual language. This deck is a tool for learning, a library, and an oracle.The cards are ordered as an unfolding continuum that goes from simplicity to complexity, from darkness to light, so they can be learned and memorized easily. Through this progression, the cards present new functions, creating a library of functions that can be reused and combined like a portable book of spells. Within the 50 cards of this deck you will find the 22 major arcana, the ancestral archetypes of the traditional Tarot deck: the wisdom of these powerful cards will guide you.

CrossShader

glslViewer

  • glslViewer - a flexible console-base OpenGL Sandbox to display 2D/3D GLSL shaders without the need of an UI. You can definitely make your own UI or wrapper using the Python Module (include) or any other tool that communicates back/forth with glslViewer thought the standard POSIX console In/Out or OSC.GlslViewer support both 2D shaders and/or 3D shaders when a geometry (PLY, OBJ or GLTF) is provided.


tosort


  • https://github.com/dancrn/shade - a quick-and-dirty glsl prototyping tool. it's like shader-toy, but with basically no features of shader-toy. but you can run it off-line, and not in a browser. it has only one dependency - SDL2. this is not intended to be a standalone tool per se, but rather just something that you can easily modify (and extend, if required) to prototype a shader. [5]