Lightweight, cross-platform & full-featured shader IDE

SHADERed

SHADERed is a lightweight tool for writing and debugging shaders. It is easy to use, open source, cross-platform (runs on Windows, Linux & Web).

Table of Contents

Features

Shader debugger

Shader debugger lets you easily find bugs in your shader code. It is simple to use - you just need to pause the preview and select the pixel that you want to debug. After starting the debugger, you will be able to:

  • step through your shader code line by line
  • run immediate expressions
  • add watches
  • place (conditional) breakpoints
  • see list of all variables and their values
  • hover over expressions and see their value

Debugging a shader

With SHADERed, you can debug vertex, geometry, tessellation control, pixel and compute shaders.

Thanks to SHADERed, you can now also debug shaders in Visual Studio Code with an extension. Read more about this in the blog post: https://shadered.org/blog?id=9.

Frame analyzer

Besides debugging your shader line-by-line, SHADERed also lets you find bugs and errors visually. After you run the frame analyzer, you will be able to:

  • detect undefined behavior
  • see variable's value throughout the whole frame
  • global breakpoints (color a pixel that meets a certain condition)
  • SPIR-V instruction heatmap

Analyzing a frame

Compute & geometry shaders

You are not limited to vertex and pixel shaders. SHADERed also supports compute & geometry shaders. You can create advanced animations and effects with these two shader stages:

Compute shaders and buffers

Plugin API

You can develop custom SHADERed plugins and upload them to SHADERed store so that they can be installed through SHADERed.

To see the plugin API's potential, check out these plugins:

  • GodotShaders - adds support for Godot's canvas shaders
  • ShadertoyImporter - import ShaderToy projects
  • GIFCapture - adds the ability to capture GIFs
  • Slang - adds support for Slang shader language
  • Rust - adds the ability to write shaders in Rust
  • C++ - adds the ability to write shaders in C++
  • Terminal - open terminal windows in SHADERed

See changes instantly

SHADERed can compile your shaders while you write the code. This way you can see your changes instantly. SHADERed also works nicely with external text editors (such as VS Code) - it will recompile the shaders that were modified by some external program.

Instant preview as you write your shader

Other features

SHADERed has lots of features that let you achieve effects like in no other shader editor. Features are also being added rapidly. Here are some of the feature:

  • render states (blending, stencil test, depth test, etc...)
  • import 3D models
  • built-in 3D geometry objects
  • import 2D texture, 3D textures, cubemaps
  • import audio files (build awesome music visualizers)
  • render textures (easily build G-Buffer)
  • buffers
  • instancing
  • profiling
  • multi-camera system
  • audio shaders (generate music on GPU)
  • custom variables & powerful variable system
  • zooming in on the preview window
  • exporting image sequence
  • code autocompletion designed for shader code
  • ... and so much more!

Sponsors

Supporters

Supporter(s):

If you like SHADERed and would like to support the development, check out Patreon:

My e-mail address for businesses (or if you just want to contact me): contact at shadered dot org

Binaries

You can download precompiled binaries through the Releases page or via SHADERed's website.

Install using Scoop (Windows)

On Windows, you can use Scoop to install SHADERed:

scoop bucket add extras
scoop install shadered

Install using Flatpak (Linux)

SHADERed is available on Flathub. After setting up Flatpak, you can install it by entering the following commands in a terminal:

flatpak remote-add --if-not-exists flathub https://flathub.org/repo/flathub.flatpakrepo
flatpak install --user flathub org.shadered.SHADERed -y

Note that the Flatpak version runs in a sandbox and some features may not work correctly yet. Please report Flatpak-specific issues here.

Building

First clone the project & submodules:

git clone https://github.com/dfranx/SHADERed.git
cd SHADERed
git submodule update --init

Linux

Install all the libraries that are needed:

# Ubuntu
sudo apt install libsdl2-dev libglew-dev libglm-dev libgtk-3-dev
# Fedora
sudo dnf install glm-devel glew-devel SDL2-devel gtk3-devel

Build:

cmake .
make

If you would like to perform an out-of-source build, do the following:

mkdir build
cd build
cmake ..
make

Run:

./bin/SHADERed

macOS

NOTE: macOS is not officially supported by me + some features are not implemented for macOS

Install all the libraries that are needed:

brew install sdl2 glew glm

Build:

mkdir build
cd build
cmake ../
make -j8

Note: If you're building on a macOS version prior to 10.15 (Catalina) you may need to update Xcode and create a symlink for the SDK:

ln -s "$(xcrun --sdk macosx --show-sdk-path)" "$(xcrun --sdk macosx --show-sdk-platform-path)/Developer/SDKs/MacOSX10.15.sdk"

Run:

./bin/SHADERed

Windows

  1. Install SDL2, GLEW & GLM through your favourite package manager (I recommend vcpkg)
  2. Run cmake-gui and set CMAKE_TOOLCHAIN_FILE variable
  3. Press Configure and then Generate if no errors occured
  4. Open the .sln and build the project!

Tutorials

Don't know how or where to start? The debugger is confusing? Want to create your own shader or custom SHADERed theme? Visit the official documentation to see detailed steps on how to do these things. Or you can watch the video tutorials on YouTube.

Screenshots

Shader made by The Art Of Code

Send your own screenshots here!

Dependencies

This project uses:

LICENSE

SHADERed is licensed under MIT license. See LICENSE for more details.

Comments
  • Compiling on mac

    Compiling on mac

    Has anyone successfully compiled on mac? I can kind of get to here but its having some trouble when trying to locate assimp. Ive installed assimp through brew.

    ...
    [100%] Linking CXX executable bin/SHADERed
    ld: library not found for -lassimp
    clang: error: linker command failed with exit code 1 (use -v to see invocation)
    make[2]: *** [bin/SHADERed] Error 1
    make[1]: *** [CMakeFiles/SHADERed.dir/all] Error 2
    make: *** [all] Error 2
    
    $ ls -la /usr/local/lib/libassimp*
    lrwxr-xr-x 48 christian 26 Dec  0:13 /usr/local/lib/libassimp.5.0.0.dylib -> ../Cellar/assimp/5.0.0/lib/libassimp.5.0.0.dylib
    lrwxr-xr-x 44 christian 26 Dec  0:13 /usr/local/lib/libassimp.5.dylib -> ../Cellar/assimp/5.0.0/lib/libassimp.5.dylib
    lrwxr-xr-x 42 christian 26 Dec  0:13 /usr/local/lib/libassimp.dylib -> ../Cellar/assimp/5.0.0/lib/libassimp.dylib
    lrwxr-xr-x 42 christian 26 Dec 11:49 /usr/local/lib/libassimp.dylib.5 -> ../Cellar/assimp/5.0.0/lib/libassimp.dylib
    
  • OpenGL port

    OpenGL port

    I have just pushed a commit which includes a complete recode of the program (+ some new features ;) )

    Though, there are some things that are currently broken:

    • HLSL geometry shaders
      • Not sure if this is my bug or theirs bug, or if HLSL geometry shaders now have to be coded in a specific way. A problem that I have stumbled upon is that it is quite impossible to send a variable (through output) from vertex shader to geometry shader. I think this is the issue: link but apparently it seems fixed (?).
    • MatrixReflect and MatrixShadow system variables currently do nothing and need to be reimplemented
      • glm, unlike DirectXMath, doesnt have a simple function to generate such matrices - so for now they will stay removed
    • CMake adds unnecessary parts of the glslang to the build pipeline
      • glslang-default-resource-limits, SPVRemapper, glslangValidator, spirv-remap executables are being built even though they are not used anywhere...

    Please report all the bugs that you stumble upon! :D

  • Whole computer slows down while the program is open

    Whole computer slows down while the program is open

    I'm trying out SHADERed on an old(er) laptop with intel graphics, unfortunately on the simplest examples I can't do much on the computer while alt tabbed because it uses as much CPU time as possible (apparently). Setting the framecap to 60 didn't solve it.

    Edit: after posting the issue I tried setting the vsync instead, it seems better but still taking a bit more cpu time than I'd like (for being minimized). I can't seem to be able todelete the issue so I'll leave it since it could be a legitimate issue still.

  • sharing possibilities: video, .cpp

    sharing possibilities: video, .cpp

    Hi,

    Just wanted to say I like where this project is going. It kindof fills my gap between my blender-usage (modeling a scene) & kodelife-usage (shader-editing). I checked the TODO.md and noticed many interesting features. Concerning the sharing possibilities (video, .cpp), it could be handy to prioritize implementation like this:

    1. export image frames (render00001.png, so ffmpeg can encode it to any videoformat)
    2. export video
    3. export .cpp

    REASON video is so easy to share across social media, it could help in popularizing SHADERed.

  • Program instaquits when trying to create a new file (empty, glsl, etc)

    Program instaquits when trying to create a new file (empty, glsl, etc)

    Just downloaded it last night, and I know it's still relatively new, but I'm not quite sure why the program instaquits while trying to create a new file.

  • Build errors on macOS - source directory libs/ShaderDebugger does not contain a CMakeLists.txt file...

    Build errors on macOS - source directory libs/ShaderDebugger does not contain a CMakeLists.txt file...

    Tried following the instructions from the readme on building in macOS, but recieve a couple of errors about missing CMakeLists.txt files.

    I'm not familiar with CMake (maybe now's a good time to start learning) and haven't tried to dig much further.

    Looks like a really promising project, though - excited to have found it!

    -- The C compiler identification is AppleClang 11.0.0.11000033
    -- The CXX compiler identification is AppleClang 11.0.0.11000033
    -- Check for working C compiler: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/cc
    -- Check for working C compiler: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/cc -- works
    -- Detecting C compiler ABI info
    -- Detecting C compiler ABI info - done
    -- Detecting C compile features
    -- Detecting C compile features - done
    -- Check for working CXX compiler: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/c++
    -- Check for working CXX compiler: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/c++ -- works
    -- Detecting CXX compiler ABI info
    -- Detecting CXX compiler ABI info - done
    -- Detecting CXX compile features
    -- Detecting CXX compile features - done
    CMake Error at CMakeLists.txt:5 (add_subdirectory):
      The source directory
    
        /Users/peter/Documents/code/SHADERed/libs/ShaderDebugger
    
      does not contain a CMakeLists.txt file.
    
    
    -- Found OpenGL: /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.15.sdk/System/Library/Frameworks/OpenGL.framework   
    -- Found GLEW: /usr/local/lib/cmake/glew/glew-config.cmake  
    -- Found GLM: /usr/local/include  
    CMake Warning (dev) at /usr/local/lib/cmake/assimp-5.0/assimpTargets.cmake:54 (if):
      if given arguments:
    
        "ON"
    
      An argument named "ON" appears in a conditional statement.  Policy CMP0012
      is not set: if() recognizes numbers and boolean constants.  Run "cmake
      --help-policy CMP0012" for policy details.  Use the cmake_policy command to
      set the policy and suppress this warning.
    Call Stack (most recent call first):
      /usr/local/lib/cmake/assimp-5.0/assimp-config.cmake:1 (include)
      CMakeLists.txt:146 (find_package)
    This warning is for project developers.  Use -Wno-dev to suppress it.
    
    -- Found SFML .. in /usr/local/include
    CMake Error at CMakeLists.txt:154 (add_subdirectory):
      The source directory
    
        /Users/peter/Documents/code/SHADERed/libs/glslang
    
      does not contain a CMakeLists.txt file.
    
    
    -- Configuring incomplete, errors occurred!
    See also "/Users/peter/Documents/code/SHADERed/cmake-build-debug/CMakeFiles/CMakeOutput.log".
    
  • Different Render Texture formats

    Different Render Texture formats

    There doesn't seem to be a way to change the format of a render texture right now. Other formats are sometimes better suited or even required for effects to work. For example, this is needed when working with HDR rendering or buffers that require high precision.

    On the graphics API side there's a lot of formats available, while the support on different platforms or older GPUs is probably hit or miss. As possible additions I suggest the 16 and 32 bit float variants with 4 channels (for example DXGI_FORMAT_R16G16B16A16_FLOAT/DXGI_FORMAT_R32G32B32A32_FLOAT in DirectX). These should be widely supported and offer a high precision & range, allowing for a wide range of use cases.

    There are other interesting formats, too, which come into play when optimizing shaders but I'm not sure if this is worth the additional effort.

    Edit: I just remembered there were some limitations in older APIs where using multiple rendertargets with different formats had drastic limitations. I'm not sure if SHADERed is also affected by this, which would make this feature pretty difficult to implement.

  • Ubuntu libassimp.so.4: cannot open shared object file

    Ubuntu libassimp.so.4: cannot open shared object file

    Hi,

    I just downloaded the latest version of SHADERed v1.3.2 for Linux and I am using Pop!_OS 19.10 (highly derived from Ubuntu).

    When I run the executable, it says :

    @pop-os:~/Téléchargements/SHADERed$ ls
    data              icon_32x32.png  libgtk-3.so.0           libsfml-system.so.2.5  themes
    examples          icon_64x64.png  libSDL2-2.0.so.0        plugins
    icon_128x128.png  libassimp.so.4  libsfml-audio.so.2.5    SHADERed
    icon_256x256.png  libGLEW.so.2.1  libsfml-network.so.2.5  templates
    @pop-os:~/Téléchargements/SHADERed$ ./SHADERed 
    ./SHADERed: error while loading shared libraries: libassimp.so.4: cannot open shared object file: No such file or directory
    
    

    What am I doing wrong?

  • IDE force close after bad shader

    IDE force close after bad shader

    I tried to modify the example cube and when I tried to save/render and the IDE force close without warning. Where is the code I used : (I know the code is bad)

    #version 330
    
    in vec4 color;
    out vec4 outColor;
    
    void main() {
       outColor = vec4(color);
       outColor = vec3(color); // This crash the ide
    }
    

    Tested with version 1.3 and 1.24, 32 and 64 bits on Windows 10. Here my log file

    log.txt

  • Support for Vulkan GLSL syntax

    Support for Vulkan GLSL syntax

    In vulkan, shader inputs have to have a location(set = X, binding = Y) uniform ... to specify where everything is. Currently SHADERed simply ignores these and doesn't let you use them in variables.

    It would be very handy to be able to use this program for shader dev, but right now I have to modify my shaders so much its hard to justify.

    It shouldn't be too big of a change, vulkan glsl isn't that different. It just has additional requirements that opengl doesn't.

  • it crashes when save new project

    it crashes when save new project

    what i did: file -> new -> (anytype) -> paste my folder path into the filename field -> ok, then it just crashes... i thought it probably caused by the chinese characters of the folder path but it seems not because i tried english folder as well.

  • I  can't add

    I can't add "tcs" & "tes" shader

    First of all, thanks for such a cool editor!

    I added a small example of a subdivision shader with a recent version, but I didn't compile the shader into it.

  • c++ export is hard to compile in windows

    c++ export is hard to compile in windows

    First of all, thanks for such a cool editor!

    I tried to build in msvc 2019 and got an error: Error LNK2019 unresolved external symbol "int __cdecl invoke_main(void)" ([email protected]@YAHXZ I got tired of suffering with the CMAKE config in VS and I tried to build using MSYS2 (with mingw compiler), after agonizing over there, I ended up with a similar problem undefined reference to 'WinMain' in the end, it was necessary to add #define SDL_MAIN_HANDLED (before #include <GL/glew.h>) to export.cpp and then it compiled!

    You also need to install mingw-w64-x86_64-cmake and don't use the default cmake from msys2 (remove it and restart ) otherwise you won't get past the Could NOT find OpenGL error (missing: OPENGL_opengl_LIBRARY OPENGL_glx_LIBRARY) even if you install mingw64/mingw-w64-x86_64-mesa.

    I was also able to build without any cmake this way: g++.exe -mwindows export.cpp -o export.exe -lmingw32 -lsdl2 -lopengl32 -lglu32 -lglew32

    I also had to comment: glUniform4fv(glGetUniformLocation(Image_SP, "iMouse"), 1, glm::value_ptr(shaderVariable)); because it couldn't defined shaderVariable: error: 'shaderVariable' was not declared in this scope.

    Some tips

    For static build (no need lib*.dll but need put SDL2.dll and glew32.dll in exe folder): Add in CMakeLists.txt -static by replace target_link_libraries(ShaderProject GLEW::GLEW SDL2::SDL2) to target_link_libraries(ShaderProject GLEW::GLEW SDL2::SDL2 -static)

    Compile without console window: Replace in CMakeLists.txt add_executable(ShaderProject ${SOURCES}) to add_executable(ShaderProject WIN32 ${SOURCES})

    For beginners: cmake . && cmake --build . for configure and build by cmake You need to install glew sdl2 glm packages via pacman -S packagename (use search via pacman -Ss packagename).

  • compilation failed error: unable to find library

    compilation failed error: unable to find library

    HI, i use FreeBSD 13.1 and i tried compile this project with linker problems I have installed minizip,sdl2 Bad order command maybe ?

    [email protected] /m/S/c/SHADERed (master)> gmake
    [  3%] Built target cppdap
    [  6%] Built target SpvGenTwoLib
    [  9%] Built target SpvGenTwoCommon
    [  9%] Built target IrrXML
    [ 62%] Built target assimp
    [ 62%] Built target GenericCodeGen
    [ 62%] Built target OGLCompiler
    [ 63%] Built target glslang-build-info
    [ 64%] Built target OSDependent
    [ 73%] Built target MachineIndependent
    [ 73%] Built target glslang
    [ 75%] Built target SPIRV
    [ 78%] Built target SPIRVVM
    [ 78%] Linking CXX executable bin/SHADERed
    ld: error: unable to find library -lSDL2
    ld: error: unable to find library -lstdc++fs
    ld: error: unable to find library -lminizip
    c++: error: linker command failed with exit code 1 (use -v to see invocation)
    gmake[2]: *** [CMakeFiles/SHADERed.dir/build.make:1540: bin/SHADERed] Error 1
    gmake[1]: *** [CMakeFiles/Makefile2:389: CMakeFiles/SHADERed.dir/all] Error 2
    gmake: *** [Makefile:136: all] Error 2
    
    
  • Crash on Save

    Crash on Save

    Oddly ShaderEd crashes for me in this case:

    1. Start a new project.(doesn't matter empty or GLSL)
    2. Create a shader stage.
    3. Create a vertexBuffer
    4. Create a vertexBuffer object and bind it.(give it any data...I just randomly slide some values)
    5. Save project - > Crash.
  • How can I make SHADERed support the Shader Model 6.0+ of DirectX12?

    How can I make SHADERed support the Shader Model 6.0+ of DirectX12?

    I have a shader source file .hlsl, but I failed to compile on SHADERed. I guess it's probably because SHADERed doesn't support the Shader Model 6.0+ of DirectX 12. So I was wondering how to make the SHADERed to support Model 6.0+ of DirectX 12? Can someone please help my question?

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