A node graph renderer written in rust utilising egui_node_graph for the graph view.
I am developing this for the use case of live generative visual performances, where I want to do performant, intuitive experimentation without crashes.
- !!NEW!! FFGL Shader output
- Run your graph inside resolume
- ISF shader support
- Hot reloading
- Default ISF location (install the Isf Editor for a free library of examples)
- Obj file render
- Will cull objects if they have many vertices (WIP)
- GL Expression OP
- Boilerplate removal
- Save state
- Auto save on exit
- Diff friendly json
- Show errors in UI
https://github.com/dfranx/SHADERed
API is very much unstable at the moment. Even so, it is already quite powerful and I would love support to get this polished up. If you are interested in contributing, please get in contact with me at edeetee@gmail.com
- FFGL Inputs
- Vector math node
- Parameter sharing
- FFGL
- OSCQuery
- Multiple save files
- Full ISF spec
- SDF Nodes
cargo watch -s ./run_resolume.sh
- Remote control
- Edit graph of a remote instance
- Spout/Syphon (GPU Texture sharing)
- Shadertoy emulator
- Make systems to define easy way to have common types across nodes so that it works nicely with rust Into system and makes it easy to use graph features/types modularly and simply.
- Transparent windows https://ecode.dev/transparent-framebuffer-borderless-window-using-glfw/
- Only use Srgb textures for visible nodes
- Extend egui_node_graph for zooming etc
- Dependency resolution ala touchdesigner (only cook what is required)
- Hot reloading rust code
- Bevy / rend3 integration
- Midi control UI
- ISF Meta ops (more complex interface for handling racks + isf standard effects/transitions)
- Continue reducing dependencies between structs
- Support different texture sizes (options per node)
- Sub shader input for obj render
- Parameter template system for nodes
- ISF transitions/effects
- consistent midi controls
- easy way to map simple control systems to complex operators / groups of operators
- Better than CHOPs
- Temporal reprojection for low fps
- Ability to use different runtimes (bevy, VSTs)