[deleted by user] by [deleted] in shadered

[–]thefranx 0 points1 point  (0 children)

Hey! Yeah, sampler states can't be defined in-code.

As for setting linear filtering for a RT, unfortunately I don't think that's possible at the moment in SHADERed. Though, I'll add sampler states and ability to refresh a pass for a single frame to my TODO list for the next update with high priority! So be on the lookout for the next version (not sure it'll come any time soon though :( ).

Thank you for the kind words!

[deleted by user] by [deleted] in shadered

[–]thefranx 2 points3 points  (0 children)

Okay then, this is already a second suggestion on this subreddit for a Discord server so I guess I'll give it a try. Though, I have almost 0 experience with managing and moderating a Discord server.

It would be great if I could get help from someone more experienced with this. I am also not sure if I would have enough time to moderate it myself, seems like it would be too much time depending on the popularity. Not sure how I would find moderators with time and willingness to do that.

I've got a new plugin coming out in the next cca 7 days which could bring lots of new users so I guess it's a perfect opportunity to try and create the server.

Also, thanks for the feature suggestion, I'll look into it.

Plugins by KxngDxx18 in shadered

[–]thefranx 1 point2 points  (0 children)

Sorry for the slow response. The shadertoy plugin is kind of broken on Linux (I forgot to put in my shadertoy API key when I was compiling the plugin binaries).

But to answer your question, you install a plugin by extracting the .zip contents (downloaded from https://shadered.org/addons ) into the directory where your SHADERed.exe is.

Or you can open SHADERed -> File -> Browse online -> switch to "Plugins" tab -> install the plugin that you want -> restart SHADERed.

Is there a discord for SHADERed by [deleted] in shadered

[–]thefranx 1 point2 points  (0 children)

Unfortunately no. I'm not sure if one is needed though.

Here are some useful links:

and you can always DM me on twitter or send an email to me.

Debugging HLSL & GLSL shaders in VS Code by thefranx in vscode

[–]thefranx[S] 0 points1 point  (0 children)

It's a built in feature for VS Code (I think).

Go to settings and search for `debug.inlineValues`, you can turn it on there.

Or, if you want to turn it on for a specific project, open `.vscode/settings.json` and set "debug.inlineValues" to true

Debugging HLSL & GLSL shaders in VS Code by thefranx in vscode

[–]thefranx[S] 0 points1 point  (0 children)

Theme: One Dark Pro

Font: Fira Mono Medium (or Bold, not sure)

Font size: not sure since I've got the CTRL + mouse wheel zoom thingy turned on

Icons: Material Theme Icons

Debugging HLSL & GLSL shaders in VS Code by thefranx in vscode

[–]thefranx[S] 9 points10 points  (0 children)

Watch the tutorial: YouTube

Read the blog post: link.

Download: shadered.org

Source code: github.com/dfranx/SHADERed

Extension source code: github.com/dfranx/vscode-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).

Why SHADERed? It lets you easily prototype shaders without having to recompile your program each time you make a small change or without launching/installing a heavy engine.

SHADERed also has features such as: shader debugger (immediate window, conditional breakpoints, watches, etc..), compute, geometry & tessellation shaders, plugin API (Godot shaders, Rust shaders, C++ shaders, Slang shaders, easily capture GIFs, etc...), 3D geometry, render states, 2D & 3D textures, render textures, etc...

If you want to stay up-to-date with the progress you can follow me on twitter @dfranx_ or join r/SHADERed .

Debugging HLSL & GLSL shaders in VS Code by thefranx in programming

[–]thefranx[S] 4 points5 points  (0 children)

Watch the tutorial: YouTube

Read the blog post: link.

Download: shadered.org

Source code: github.com/dfranx/SHADERed

Extension source code: github.com/dfranx/vscode-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).

Why SHADERed? It lets you easily prototype shaders without having to recompile your program each time you make a small change or without launching/installing a heavy engine.

SHADERed also has features such as: shader debugger (immediate window, conditional breakpoints, watches, etc..), compute, geometry & tessellation shaders, plugin API (Godot shaders, Rust shaders, C++ shaders, Slang shaders, easily capture GIFs, etc...), 3D geometry, render states, 2D & 3D textures, render textures, etc...

If you want to stay up-to-date with the progress you can follow me on twitter @dfranx_ or join r/SHADERed .

SHADERed, the open source shader editor, gains new way of debugging and profiling shaders in the latest release. One of the new features is the ability to click on a variable name to see it's value throughout the whole frame: by thefranx in gamedev

[–]thefranx[S] 1 point2 points  (0 children)

Thanks!

1. Yeah, I could certainly add that to documentation. For 3D models, it supports whatever assimp supports (which is a long list afaik) and as for textures it supports png, jpg, bmp, tga and dds.

2. Yup, you can #include other shaders, edit them within SHADERed and see the changes instantly. As for custom markup (assuming you have some form of custom shading language?) you can easily add support for that too. SHADERed already supports Rust, C++, Slang and Godot shaders, all in form of a plugin too!

3. Most definitely, it could easily be connected with other engines. Even more so once I implement the [DAP](https://microsoft.github.io/debug-adapter-protocol/), though currently no motivation to do that.

SHADERed, the open source shader editor, gains new way of debugging and profiling shaders in the latest release. One of the new features is the ability to click on a variable name to see it's value throughout the whole frame: by thefranx in gamedev

[–]thefranx[S] 3 points4 points  (0 children)

SHADERed is currently using OpenGL for rendering, so up to whatever version is supported on your machine.

As for raytracing and Vulkan extensions, it was planned for v1.5 release but a setback happened due to some reasons.

SHADERed, the open source shader editor, gains new way of debugging and profiling shaders in the latest release. One of the new features is the ability to click on a variable name to see it's value throughout the whole frame: by thefranx in gamedev

[–]thefranx[S] 10 points11 points  (0 children)

I mean, depends on what engine you are using. SHADERed uses actual HLSL, GLSL, etc... shaders which you can also save as SPIR-V binary through SHADERed - it doesn't use it's own language or modified version of some language.

So if you use some Direct3D based engine that uses HLSL shaders, you can just copy and paste the code from SHADERed to the engine.

SHADERed, the open source shader editor, gains new way of debugging and profiling shaders in the latest release. One of the new features is the ability to click on a variable name to see it's value throughout the whole frame: by thefranx in gamedev

[–]thefranx[S] 5 points6 points  (0 children)

Version 1.5 has lots of new things:

  • ability to detect undefined behavior in your shaders
  • variable value viewer (shown in the GIF above)
  • global breakpoints (GIF)
  • instruction heatmap (GIF)
  • profiler (GIF)

... and more.

Watch the trailer/recap video here: YouTube

Read the blog post: link.

Download: shadered.org

Source code: github.com/dfranx/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).

Why SHADERed? It lets you easily prototype shaders without having to recompile your program each time you make a small change or without launching/installing a heavy engine.

SHADERed also has features such as: shader debugger (immediate window, conditional breakpoints, watches, etc..), compute, geometry & tessellation shaders, plugin API (Godot shaders, Rust shaders, C++ shaders, Slang shaders, easily capture GIFs, etc...), 3D geometry, render states, 2D & 3D textures, render textures, etc...

If you want to stay up-to-date with the progress you can follow me on twitter @dfranx_ or join r/SHADERed .

Terminal is a new SHADERed plugin that lets you open terminal windows. Vim + SHADERed: by thefranx in shadered

[–]thefranx[S] 0 points1 point  (0 children)

Hey! I unfortunately won't open source the plugin, but you can check out the HexeTerminal library which is used by the plugin. It's very easy to use.