This nodes add support for GLSL shaders on workflows, by adding the following nodes: glslEditor, glslViewer, int, float, vec2, vec3, vec4.
Here some examples:
examples/raymarch_to_image.json
examples/raymarch_buffers.json
2024-08-11.13-28-33.mp4
examples/video_flow.json
2024-08-04.20-51-20.mp4
examples/video_mask.json
2024-08-04.20-48-21.mp4
examples/video_dither.json
2024-08-07.07-02-27.mp4
examples/video_pixelate.json
2024-08-07.07-10-51.mp4
examples/shadertoy.json
2024-08-07.06-51-56.mp4
Features:
- It the code is compatible with GlslViewer, Glsl-Pipeline and GlslCanvas by following the following specs for:
- It contain LYGIA Shader Library by resolving all
#include
directives from LYGIA's Server
- 100, 120, 130, 140, 150, 300, 330, 330 core, 400, 410, 420, 430 and 440 GLSL shaders
- Resolves dependencies to LYGIA Shader Library
- Code editor (ACE) on GlslEditorPro nodes
- produce multiple frames
- reads multiple textures and texturesArrays
- multiple float, vec2, vec3, vec4 uniforms
- Dynamic inputs for uniforms
- Uniforms node for efficiency by caching textures and texturesArrays together with the GL context
- basic GLSL type nodes:
int
,float
,vec2
,vec3
andvec4
- 2D position node widget
- 3D position node widget
- Color Picker node widget
- multiple buffers (
#ifdef BUFFER_X
) - multiple double uniforms (
#ifdef DOUBLEBUFFER_X
) - multiple pyramids (
#ifdef PYRAMID_X
) - OPTICAL_FLOW textures
- MASK textures (create SDF on other channels)
- loading 3D geometry
- Vertex Shaders
- CubeMaps (Auto detect equirectangular, cross, etc)
- BACKGROUND pass (
#ifdef BACKGROUND
) - POSTPROCESSING pass (
#ifdef POSTPROCESSING
) - SCENE pass (
#ifdef SCENE
) that exposesu_scene
andu_sceneDepth