This is a refreshing take on a shader-sharing platform. My first thought was "Here's another Shadertoy competitor", but this was quashed by two core features that I think are done really well:
- A cleaner / extensive code editor (that also supports JS, woop!)
- Conversion of shader output to GIFs... Even on a laptop with a dedicated GPU, Shadertoy pulls the rug from underneath my system resources
I would like to see a grid-view (unless this already exists and I missed it) of the feed, as I don't think scrolling through a feed of linear, huge one-by-one posts is good for discovery.
Just a question since you're here: I've poked around with WebGL / GLSL in the past and have started to get into Metal (mainly out of necessity for macOS development) — is there scope for Metal to be ported / rendered on the web, and if so would you be interested in adding that as a language?
there's no fight. all the major players are working out the details. the last major detail is what format the shader language will be. Google and Mozilla are currently pushing for a subset of SPIR/V, Microsoft and Apple are pushing for a subset of HLSL. Both seem to have their merits
I don't think Microsoft has stated a position on this yet. It has mostly just been Apple pushing for WebHLSL as the shader ingestion format, with most everyone else in favor of SPIR-V with a restricted execution environment.
Yeah, it's terrible how things like Google analytics, web fonts, can slow things down. I tried to keep this app as light as possible. Of course, I will not get a lot of data for analysis, but as a user, I know what can be improved, I don't need to monitor every click, typed keys, mouse moves, ...
google analytics is the only 3rd party script I am okay with. Maybe you should add it sometime in the future to get a rough idea about your users, I was talking mainly about the more intrusive analytics and ads scripts that plagued the web. It's rare to see anybody who respect his users to that extent these days :D respect again!
i used this platform very first time and now a days i'm taking help from here: https://theanimationstudio.co/ regarding art and animation point of view.
This may sound like an odd request but at a creative codejam in Berlin a while back I saw something like this but "multiplayer" - different people could log on to a room and edit live. In this example they couldn't edit each others code but all shared the same output window. It used Processing.
It ended up being kind of a shared creation/remix experience which was really cool. I figure adding live simultaneous edits is a fairly difficult ask but it's immediately what I looked for when I saw your page.
One feature I found myself missing from ShaderToy is that you can't have render targets of arbitrary size. You have Buffer A/B/C/D but they're all the same size as the canvas. I would love to see a way to specify a shader that generates a 64x64 texture for example, that would allow some nice effects like a simple low res fluid sim.
31 comments
[ 1.3 ms ] story [ 89.4 ms ] thread- A cleaner / extensive code editor (that also supports JS, woop!)
- Conversion of shader output to GIFs... Even on a laptop with a dedicated GPU, Shadertoy pulls the rug from underneath my system resources
I would like to see a grid-view (unless this already exists and I missed it) of the feed, as I don't think scrolling through a feed of linear, huge one-by-one posts is good for discovery.
Just a question since you're here: I've poked around with WebGL / GLSL in the past and have started to get into Metal (mainly out of necessity for macOS development) — is there scope for Metal to be ported / rendered on the web, and if so would you be interested in adding that as a language?
As soon as some browsers support an implementation, I'll try it. (However, it will be difficult if it's Safari only, since I use Linux)
Agreed on the boxing-in of Safari :)
- Ruby on Rails
- Vue
- CodeMirror
- gif.js
- avconv (FFMPEG) for video previews
- A $5/Month Linode server
The server handled being top 3 on HN with about 20 reqs/second with less than 15% CPU load.
The editor uses an architecture that allows me to quickly add a new language. Just create a class & reference it.
EDIT: Forgot to mention important parts:
- Bulma CSS
- feather SVG icons (https://feathericons.com/)
- zip.js
It ended up being kind of a shared creation/remix experience which was really cool. I figure adding live simultaneous edits is a fairly difficult ask but it's immediately what I looked for when I saw your page.
Regardless, looks really cool!
I will make it one of my priorities for the next months (Studying still being priority number 1, of course).
In the meantime, it is still possible to create 2D toy fluid sim: https://shadergif.com/search?search=fluid
10/10 would add to my daily RSS feeds!