Show HN: Shader Lab, like Photoshop but for shaders
eng.basement.studio
eng.basement.studio
These new libraries are much better than anything I came up with.
Browsers generally only allow a fixed number of WebGL contexts per page. So a generic element effect library has the issue that too many elements some will start losing contexts. The workaround is to just make one large screen size canvas and then figure out where the elements are you need to draw an effect for. now you only have one context drawing all the elements. But, you can’t know where to draw until the browser scrolls and renders so you’re always one frame behind.
https://webgl2fundamentals.org/webgl/lessons/webgl-multiple-...
WebGPU doesn’t have this issue. You can use the same device with multiple canvases
https://webgpufundamentals.org/webgpu/lessons/webgpu-multipl...
The design language screams vibe coded to me.
They're saying it follows the patterns that AI biases towards regarding feel and UI.
Could you explain why you think this is a slopfork?
Our platform goes above and beyond that with a large collection of Pro presets and a unique capability in our component-based approach with reactive props, and of course broader framework support. All that, and our new MCP workflow for having your agent prompt effects, and we feel confident in our place in the market.
Would recommend checking out both Shader Lab AND shaders.com to anyone interested in creative shader effects for the web.
Went to try it and then gave up after it asked me to sign up/log in
It's entirely free to try, build, etc with an account - you only need a paid license when you're ready to export/deploy
And when you select one of these things you can change the parameters.
If this is a 'slopfork' of shaders.com then the latter is a 'slopfork' of <insert any DCC that had this pattern and existed before and has whatever anyone may consider 'less sloppy'>.
OTTOMH: AfterEffects, Cavalry, Substance Designer's Layer panel, Tixl's layered textures, ...
I wonder what makes you unsure that you would have not bothered in building it today? or what would you do different with todays knowledge?
I still would have built it today, what I was unsure of was whether I would have learned GLSL.
The models have been sub-par at writing shaders until recently. Without the friction of needing to learn the language itself to build it, I don't know if I would have.
The most fun I have today is trying to innovate new interesting techniques, which I wouldn't be able to do with the models alone.
Submitted a bug report.
https://docs.unity3d.com/560/Documentation/Manual/SL-Shader....
Floating windows are a little pointless but aesthetic choice or a one shot ui. FPS would be nice, also distinction between canvas and void. Video export works great.