Show HN: Shader Lab, like Photoshop but for shaders
31–40 of 50 posts
Re: Show HN: Shader Lab, like Photoshop but for shaders
#32looks like a slopfork of the fairly new https://shaders.com - frustrating for them!
Honest question: If my web browser struggles to even render the preview, why in god's name would I put any of these presets on a production webpage?
Re: Show HN: Shader Lab, like Photoshop but for shaders
#33Re: Show HN: Shader Lab, like Photoshop but for shaders
#34A while ago (8 years in fact) I wanted to make something like this. I made a slightly half-assed React library that used twgl to overlay a shader on an element on a page (or a canvas for some effects). One thing I had was measuring where an element was on the page and then using absolute positioning to put a canvas over it so effects could expand beyond the confines of the element. I still think that has potential fo…
Re: Show HN: Shader Lab, like Photoshop but for shaders
#35A while ago (8 years in fact) I wanted to make something like this. I made a slightly half-assed React library that used twgl to overlay a shader on an element on a page (or a canvas for some effects). One thing I had was measuring where an element was on the page and then using absolute positioning to put a canvas over it so effects could expand beyond the confines of the element. I still think that has potential fo…
Can you elaborate on the scrolling issue?
Re: Show HN: Shader Lab, like Photoshop but for shaders
#36Re: Show HN: Shader Lab, like Photoshop but for shaders
#37A while ago (8 years in fact) I wanted to make something like this. I made a slightly half-assed React library that used twgl to overlay a shader on an element on a page (or a canvas for some effects). One thing I had was measuring where an element was on the page and then using absolute positioning to put a canvas over it so effects could expand beyond the confines of the element. I still think that has potential fo…
Can you elaborate on the scrolling issue?
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...
Re: Show HN: Shader Lab, like Photoshop but for shaders
#38Doesn't seem to load for me except the side windows. Firefox/Linux. HN hug of death? The design language screams vibe coded to me.
As a ESL, what is unnatural in the language used ?
They're saying it follows the patterns that AI biases towards regarding feel and UI.
Re: Show HN: Shader Lab, like Photoshop but for shaders
#39Re: Show HN: Shader Lab, like Photoshop but for shaders
#40Not to be mistaken for Unity Shaderlab: https://docs.unity.cn/Documentation/Manual/SL-Reference.html
https://docs.unity3d.com/560/Documentation/Manual/SL-Shader....