Live-coding console tool that renders GLSL Shaders. Every file you use (frag/vert shader, images and geometries) are watched for modification, so they can be updated on the fly.
Installing on Ubuntu
Install the GLFW 3 library and other dependencies:
sudo apt-get update sudo apt-get upgrade sudo apt-get install libglfw3-dev git-core
Download the glslViewer code, compile and install:
git clone http://github.com/patriciogonzalezvivo/glslViewer cd glslViewer make sudo make install
This was tested with Ubuntu 16.04.
These instructions may not work for all users. For example, it seems that libglfw3-dev conflicts with the older libglfw-dev. The previous Ubuntu install instructions direct you to download and compile glfw3 manually:
sudo apt-get update sudo apt-get upgrade sudo apt-get install git-core cmake xorg-dev libglu1-mesa-dev cd ~ git clone https://github.com/glfw/glfw.git cd glfw cmake . make sudo make install
Installing on Raspberry Pi
Get Raspbian, a Debian-based Linux distribution made for Raspberry Pi and then do:
sudo apt-get install glslviewer
Or, if you want to compile the code yourself:
cd ~ git clone http://github.com/patriciogonzalezvivo/glslViewer cd glslViewer make sudo make install
Installing on Arch Linux
sudo pacman -S glu glfw-x11 git clone http://github.com/patriciogonzalezvivo/glslViewer cd glslViewer make sudo make install
Installing on macOS
Use Homebrew to install glslViewer and its dependencies:
brew update brew upgrade brew install glslviewer
If you prefere to compile from source directly from this repository you need to install GLFW,
pkg-config first and then download the code, compile and install.
brew update brew upgrade brew tap homebrew/versions brew install glfw3 pkg-config cd ~ git clone http://github.com/patriciogonzalezvivo/glslViewer cd glslViewer make make install
glfw3 was installed before, after running the code above, remove
glfw3 and try:
brew install glfw3 pkg-config export PKG_CONFIG_PATH=/usr/local/lib/pkgconfig make make install
In the most simple scenario you just want to load a fragment shader. For that you need to:
- Run the app passing the shader as an argument
cd examples glslViewer test.frag
- Then edit the shader with your favorite text editor.
Note: In RaspberryPi you can avoid taking over the screen by using the
-l flags so you can see the console. Also you can edit the shader file through ssh/sftp.
Note: On Linux and macOS you may used to edit your shaders with Sublime Text 2, if thats your case you should try this Sublime Text 2 plugin that lunch glslViewer every time you open a shader.
Loading Vertex shaders and geometries
You can also load both fragments and vertex shaders. Of course modifing a vertex shader makes no sense unless you load an interesting geometry. That's why
glslViewer is can load
.ply files. Try doing:
glslViewer bunny.frag bunny.vert bunny.ply
uniform float u_time;: shader playback time (in seconds)
uniform float u_delta;: delta time between frames (in seconds)
uniform vec4 u_date;: year, month, day and seconds
uniform vec2 u_resolution;: viewport resolution (in pixels)
uniform vec2 u_mouse;: mouse pixel coords
varying vec2 v_texcoord: UV of the billboard ( normalized )
uniform vec3 u_eye: Position of the 3d camera when rendering 3d objects
u_view2d: 2D position of viewport that can be changed by dragging
The following variables are used for fragment shaders that mimic a 3d model. See examples/menger.frag.
u_eye3d: Position of the camera
u_centre3d: Position of the center of the object
u_up3d: Up-vector of the camera
ShaderToy.com Image Shaders
ShaderToy.com image shaders are automatically detected and supported. These conventions are also supported by other tools, such as Synthclipse.
To be recognized as a ShaderToy image shader, a fragment shader must define ```c++ void mainImage(out vec4 fragColor, in vec2 fragCoord)
It must not define `main()`, because this is automatically defined for you. The following ShaderToy uniforms are automatically defined, you don't declare them: * `uniform vec3 iResolution;` <br> `iResolution.xy` is the viewport size in pixels, like `u_resolution`. `iResolution.z` is hard coded to 1.0, just like shadertoy.com and synthclipse, although it was originally supposed to be the pixel aspect ratio. * `uniform float iGlobalTime;` <br> Shader playback time (in seconds), like `u_time`. * `uniform float iTimeDelta;` <br> Render time for last frame (in seconds), like `u_delta`. * `uniform vec4 iDate;` <br> [year, month (0-11), day of month (1-31), time of day (in seconds)], like `u_date`. * `uniform vec4 iMouse;` <br> `iMouse` is initialized to 0, and only changes while the left mouse button (LMB) is being held down. * Mouse coordinates are integers in the range `[0,0]..iResolution.xy`. * `iMouse.xy` is the current mouse coordinates in pixels, while the LMB is being held down. When the LMB is released, `iMouse.xy` is set to the current coordinates, then stops changing. * `iMouse.zw` is set to the current mouse coordinates at the instant when the LMB is pressed, remains constant as long as the LMB is held down, and is set to `-iMouse.zw` when the LMB is released. * If the LMB is up, then `iMouse.xy` is the mouse location at the most recent mouseup event, and `iMouse.zw` is the negative of the mouse location at the most recent mousedown event. For example, after a mouse click, `iMouse` might be `[216,320,-216,-320]`. Demo: `examples/numbers.frag` ### Textures You can load PNGs and JPEGs images to a shader. They will be automatically loaded and asigned to an uniform name acording to the order they are pass as arguments: ex. `u_tex0`, `u_tex1`, etc. Also the resolution will be assigned to `vec2` uniform acording the texture uniforma name: ex. `u_tex0Resolution`, `u_tex1Resolution`, etc. ```bash glslViewer test.frag test.png
In case you want to assign customs names to your textures uniforms you must specify the name with a flag before the texture file. For example to pass the following uniforms
uniform sampled2D imageExample; and
uniform vec2 imageExampleResolution; is defined in this way:
glslViewer shader.frag -imageExample image.png
Beside for texture uniforms other arguments can be add to
-x [pixels]set the X position of the billboard on the screen
-y [pixels]set the Y position of the billboard on the screen
--width [pixels]set the width of the billboard
--height [pixels]set the height of the billboard
-s [seconds]exit app after a specific amount of seconds
-o [image.png]save the viewport to a image file before
-lto draw a 500x500 billboard on the top right corner of the screen that let you see the code and the shader at the same time. (RaspberryPi only)
--headlessheadless rendering. Very usefull for making images or benchmarking.
-I[include_folder]add a include folder to default for
#defines directly from the console argument
-[testure_uniform_name] [texture.png]: add textures asociated with different
-vFlipall textures after will be fliped vertically
--helpdisplay the available command line options
Inject other files
You can include other GLSL code using a traditional
#include "file.glsl" macro. Note: included files are not under watch so changes will not take effect until the main file is save.
Console IN commands
Once glslViewer is running the CIN is listening for some commands, so you can pass data trough regular *nix pipes.
vec4uniforms can be pass as comma separated values, where the first column is for the name of the uniform and the rest for the numbers of values the uniform have. Note that there is a distintion between
floatso remember to put
.(floating points) to your values.
data: return content of
u_date, return the current year, month, day and seconds
time: return content of
u_time, the elapsed time since the app start
delta: return content of
u_delta,return the last delta time between frames
fps: return content of
u_fps,return the number of frames per second
frag: return the source of the fragment shader
vert: return the source of the vertex shader
viewport: return the size of the windows, screen and viewport (content of
pixel_density: return the pixel density
mouse: return the position of the mouse (content of
screenshot [filename]: save a screenshot of what's being render. If there is no filename as argument will default to what was define after the
-oargument when glslViewer was lanched.
exit: close glslViewer
glslLoader is a python script that is install together with
glslViewer binnary which let you download any shader made with The book of shaders editor (editor.thebookofshaders.com) . Just pass as argument the log number
It will also download a shader shared through the ShaderToy's by passing the ID
- Open a Fragment shader:
- Open a Fragment shader with an image:
glslViewer examples/test.frag examples/test.png
- Open a Fragment and Vertext shader with a geometry:
glslViewer examples/bunny.frag examples/bunny.vert examples/bunny.ply
- Open a Fragment that use the backbuffer to do a reaction diffusion example:
- Open a Fragment that use OS defines to know what platform is runnion on:
- Change a uniform value on the fly by passing CSV on the console IN:
glslViewer examples/temp.frag u_temp,30 u_temp,40 u_temp,50 u_temp,60 u_temp,70
- Create a bash script to change uniform parameters on the fly:
examples/.temp.sh | glslViewer examples/temp.frag
- Run a headless instance of glslViewer that exits after 1 second outputing an PNG image:
glslViewer examples/cross.frag --headless -s 1 -o cross.png
glslViewer examples/cross.frag --headless -s 1 -o cross.png convert cross.png cross.pnm potrace cross.pnm -s -o cross.svg
- Open a ShaderToy's image shader:
- Download a shader shared through the ShaderToy's by passing the ID
- Download a shader shared through the Book of Shader's editor by passing the LOG number to
- Yvan Sraka for puting the code in shape and setting it for TravisCI.