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Shdr is an online ESSL (GLSL) shader editor, viewer and validator powered by WebGL.

Home Page: http://shdr.bkcore.com/

License: MIT License

JavaScript 82.92% CoffeeScript 9.61% CSS 2.63% HTML 4.82% ApacheConf 0.01%

shdr's People

Contributors

bkcore avatar cyrilf avatar josepharhar avatar saorel avatar

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shdr's Issues

Request: easy switching between vertex/fragment shaders

Hi! It would be very convenient to have a shortcut key to jump between the two shaders.

Or maybe see two editors one above the other to edit the vertex and fragment shaders, so no need to press shortcuts or use the menu.

About Shdr Bug

After pressing on "About Shdr", I cannot get rid of it without reloading the entire website.

Implement normal smoothing

Looks like all the test meshes don't have normal smoothing.
Without normal smoothing all shaders with per-pixel lighting are displayed incorrectly.

By the way, very nice editor! I really like the UI.

Transparency

It would be great if Shdr supported transparency, especially since the preview actually has a background and displays 3D models.

Add material side to the UI

Hi,

Could you add an option to edit the material side (front, back, double) or configure the culling?

I'm trying to emulate meshes with participating media by shaders so I need two sided meshes to evaluate depth.

Thanks !!

Shdr: can not convert from 'const mediump float' to 'FragColor mediump 4-component vector of float'

This issue I have shows up all the time on code that should be able to compile correctly. I don't know why every time when i try to pass a vec4 function to the gl_FragColor I get this. Is the gl_FragColor not supposed to be a vec4? From my understanding it was. It is a rather annoying problem. I love the UI and everything. The models look fantastic but I need to be able to pass vec4's to the fragment as it is just common shader sense. It also happens with "vec2 uv = gl_TexCoord[0].st". can not convert from 'float' to '2-component vector of float'

Add a way to hide the model preview

I use Shdr as a lightweight shader IDE - none of the other IDEs or text editors I use have sensible syntax-highlighting or compile checking.

The live model preview is very cool, but I'm writing shaders that use many textures and attributes that simply aren't available in Shdr. Because of this, 50% of my screen space is wasted displaying an invisible monkey head.

(Even with this wasted screenspace, it's still by far the best tool I've found for what I'm doing. Thank you for this!)

README update Build Instructions

Hello,

Can you please write a quick build instruction in the readme, im trying to add texture into the default ShaderMaterial as my glsl program requires a 'uv' uniform

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