bkcore / shdr Goto Github PK
View Code? Open in Web Editor NEWShdr is an online ESSL (GLSL) shader editor, viewer and validator powered by WebGL.
Home Page: http://shdr.bkcore.com/
License: MIT License
Shdr is an online ESSL (GLSL) shader editor, viewer and validator powered by WebGL.
Home Page: http://shdr.bkcore.com/
License: MIT License
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.
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
The editor doesn't seem to work on IE11, all lines after the first line are invisible - but still editable.
When Shdr is started the play/pause button is a pause button even though the model is not rotating.
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!)
It would be great if Shdr supported transparency, especially since the preview actually has a background and displays 3D models.
After pressing on "About Shdr", I cannot get rid of it without reloading the entire website.
Shows an infinite loading sign on chrome .
The editor uses Ctrl+Alt as a hotkey for switching between shader modes:
Line 294 in 8ff3c9f
Windows maps AltGr to Ctrl+Alt. AltGr is required to type special characters like braces on several keyboard layouts. See Why Ctrl+Alt shouldn’t be used as a shortcut modifier.
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.
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 !!
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'
It would be more useful if Shdr allowed users to try out shaders on their own models.
Pls, can you update your editor to support webgl shaders version 3 and above. Your version is too old.
To reproduce:
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