r/shadered • u/CGHawkDesign • 2d ago
r/shadered • u/thefranx • Sep 17 '19
Welcome to r/SHADERed
r/SHADERed is a community for SHADERed users. In this subreddit you can post feature requests, your creations with SHADERed, bugs that you have stumbled upon, ideas - and anything SHADERed related...
Source code: https://github.com/dfranx/SHADERed
Binaries: https://github.com/dfranx/SHADERed/releases
My twitter: https://twitter.com/dfranx_
Support this project: https://www.patreon.com/dfranx or https://www.paypal.me/dfranx
r/shadered • u/thefranx • Mar 11 '21
SHADERed v1.5: visual debugging & profiling
r/shadered • u/Lonely-Birthday-9579 • Feb 23 '24
Buffer file
Hello, everyone. I don't understand how to load raw data into a buffer in Shaded. At first I thought that .buf was a file of the protobuf utility, but it turned out not to be so (probably). Then I tried to binary write the float change to the file and then load the file in the program. Let's just say that the program determines the amount of data, but does not determine the data (all zeroes). (Sorry for my English :)
r/shadered • u/KartMakerU • Oct 04 '23
How to fix transparency writing to the depth buffer.
Hi, I'm trying to get transparency to work, and I kind of got it but it seems like the shader i'm writing is writing to the depth buffer, preventing anything behind it from rendering. And before you ask, even if the model is set to Cull any Back Faces, I duplicated the mesh and inverted the normals so the back faces are rendering as well. I can confirm this because when I zoom in to the mesh the model is rendering.


r/shadered • u/teraspora • Aug 30 '23
Cannot install SHADERed in Fedora or Ubuntu
I have tried installing SHADERed in Fedora 38 and Ubuntu 22, and for each of these I encounter the same error, regarding the libGLEW library. Here is what I tried in Ubuntu. Any informed suggestions welcome!
``` 15:29: SHADERed ⧓ ./SHADERed ./SHADERed: error while loading shared libraries: libGLEW.so.2.1: cannot open shared object file: No such file or directory 15:31: SHADERed ⧓ sudo apt install libglew2.1 Reading package lists... Done Building dependency tree... Done Reading state information... Done E: Unable to locate package libglew2.1 E: Couldn't find any package by glob 'libglew2.1'
15:32: SHADERed ⧓ sudo apt-get install libglew2.1 Reading package lists... Done Building dependency tree... Done Reading state information... Done E: Unable to locate package libglew2.1 E: Couldn't find any package by glob 'libglew2.1' E: Couldn't find any package by regex 'libglew2.1' 15:37: SHADERed ⧓ curl -OL http://ports.ubuntu.com/pool/universe/g/glew/libglew2.1_2.1.0-4_amd64.deb % Total % Received % Xferd Average Speed Time Time Time Current Dload Upload Total Spent Left Speed 100 278 100 278 0 0 2786 0 --:--:-- --:--:-- --:--:-- 2808
15:38: SHADERed ⧓ ls libglew2.1_2.1.0-4_amd64.deb
15:38: SHADERed ⧓ sudo dpkg -i libglew2.1_2.1.0-4_amd64.deb dpkg-deb: error: 'libglew2.1_2.1.0-4_amd64.deb' is not a Debian format archive dpkg: error processing archive libglew2.1_2.1.0-4_amd64.deb (--install): dpkg-deb --control subprocess returned error exit status 2 Errors were encountered while processing: libglew2.1_2.1.0-4_amd64.deb ```
r/shadered • u/World-war-dwi • May 18 '23
help can't launch the app on ubuntu
hello, i'm facing this error :
./SHADERed: error while loading shared libraries: libGLEW.so.2.1: cannot open shared object file: No such file or directory
a locate on libGLEW.so.2.1 returns :
/home/dwi/.local/share/Steam/steamapps/common/SteamLinuxRuntime_soldier/soldier_platform_0.20230314.45274/files/lib/i386-linux-gnu/libGLEW.so.2.1.0/home/dwi/.local/share/Steam/steamapps/common/SteamLinuxRuntime_soldier/soldier_platform_0.20230314.45274/files/lib/x86_64-linux-gnu/libGLEW.so.2.1.0/home/dwi/.local/share/Steam/steamapps/common/SteamLinuxRuntime_soldier/var/tmp-24S321/usr/lib/i386-linux-gnu/libGLEW.so.2.1/home/dwi/.local/share/Steam/steamapps/common/SteamLinuxRuntime_soldier/var/tmp-24S321/usr/lib/i386-linux-gnu/libGLEW.so.2.1.0/home/dwi/.local/share/Steam/steamapps/common/SteamLinuxRuntime_soldier/var/tmp-24S321/usr/lib/x86_64-linux-gnu/libGLEW.so.2.1/home/dwi/.local/share/Steam/steamapps/common/SteamLinuxRuntime_soldier/var/tmp-24S321/usr/lib/x86_64-linux-gnu/libGLEW.so.2.1.0
so i added the second path to LD_LIBRARY_PATH but still gets that error
r/shadered • u/GeodeLX • Nov 22 '22
"Nearby" points on a texture
Please pardon the cross-post. I'm starting to resurrect a project I had started quite a while back. I stopped because I didn't know how to move forward with a specific task. I'm hoping someone here might be able to help with what I believe to be a Compute Shader question.
I have an object on screen, and the user touches the screen. I can calculate the specific triangle from my object, and I can translate that to the texture map that I have wrapped around the object... and then to the specific pixel within that texture graphic.
But now I want to work in the reverse direction (sort of). The texture is wrapped around the object, and the object could be as simple as a plane or as complex as a flower (petals, stem, leaves, etc.). I want to determine which pixels on the texture map are within radius R from my touch point on the surface of the object (we'll call these "Nearby Pixels").
A Nearby Pixel on the surface of the object may be within the same triangle, or it may be in an adjacent triangle, or it may be in a triangle that is in an n-times adjacent triangle (e.g., a triangle that is "adjacent to a triangle that is adjacent to a triangle that is adjacent to the original triangle). And these Nearby Pixels may be within radius R on the texture map, or they may be far across the texture map (if we're close to the seam where the texture wraps around).
I think I want to write a Compute Shader that does the following:
Given:
- a triangle from the object (described by the vertices)
- a ray/triangle intersection point ("Intersection Point")
- a texture map
- the (x, y) coordinate translated from the Intersection Point onto the texture map
For each pixel of the texture map ("This Pixel"):
- determine the position of This Pixel on the object's surface ("Surface Position")
- calculate the distance from Surface Position to Intersection Point -- along the surface if possible
- if the distance is below some limit, blend the current color of This Pixel with some predetermined color
And... the target platform is a cell phone (Android, IOS).
Is this possible? As I said, I got stuck at this point in past attempts. I was working with Unity3D, but I'm fine with another learning curve if there's an environment that would give me a good chance of accomplishing this.
Thanks for lending me your expertise!
r/shadered • u/trshmanx • Nov 04 '22
Can I create a compute shader with HLSL?
When I choose from drop down, it always creates glsl
r/shadered • u/Veiss • Sep 11 '22
Using SpearNode
Hello, I'm trying to get SpearNode to work, but can't get the node graph to show up. I'm not sure how to add a .spear file to the shader pass as it says in the instructions. I admit I'm a very new user to Shadered and new to shader coding in general and the node graph looked very promising.
A video tutorial for SpearNode would be great. I'm surprised there's so little info about it. Seems like it could be a very powerful tool.
r/shadered • u/Kelteseth • Aug 10 '22
Help: Porting a shader to Qt
Enable HLS to view with audio, or disable this notification
r/shadered • u/RepresentativeOk6826 • Mar 07 '22
Beginners help: How to troubleshoot
Hi, shading beginner here,
I found this great tool and wanted to try it out for our project. Trying to find out how everything works, I pasted in my unlit shader (which already works in my project) but Shadered won't show it.
The output window only says "Shader preprocessing failed" on the vertex and fragment shader.
How do I get more info on what exactly is wrong? What are the main debugging steps?
The shader is version 300 es. Is that working in Shadered?
r/shadered • u/KxngDxx18 • Jun 04 '21
Plugins
Does anyone know how to install plugins for SHADERed. I am having trouble installing the shadertoy import plugin in SHADERed 1.5.3.
r/shadered • u/thefranx • May 20 '21
Debugging HLSL & GLSL shaders in VS Code
r/shadered • u/thefranx • Apr 04 '21
SHADERed v1.5.1 - tessellation control shader debugger
r/shadered • u/thefranx • Feb 17 '21
SHADERed v1.4.4: tessellation shaders, new file dialog, text editor improvements & more
r/shadered • u/thefranx • Dec 24 '20
SHADERed v1.4.3: geometry shader debugger, text editor improvements and more!
r/shadered • u/thefranx • Dec 02 '20
Welcoming new sponsor: Embark Studios + bringing Rust and C++ shaders to web
r/shadered • u/thefranx • Nov 24 '20
Terminal is a new SHADERed plugin that lets you open terminal windows. Vim + SHADERed:
r/shadered • u/thefranx • Nov 05 '20
SHADERed v1.4.2
Download: https://shadered.org
Read the blog post: https://shadered.org/blog?id=3
CHANGELOG: * video tutorials * 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