Fragment shaders in Rust. Let's you skip the boilerplate and just write a fragment shader. Useful when for example, writing a raymarching shader.
- Compose shader of multiple part or files
- Live coding: updates when a file is updated
- Keyboard controls for time
- Resolution independent: separate resolutions for rendering and displaying. Can be used to stretch, pixelate or anti alias
- MP4 rendering with FFMPEG
- Save current frame as PNG image
- Space: Pause/Resume time and rendering
- Left(hold): go back in time
- Right(hold): go forward in time
- Down: set time to 0
- PageDown: jump backward in time with 5 seconds
- PageUp: jump forward in time with 5 seconds
- Post process fragment shader accessable
use frag::*;
let streamer = shader::ShaderStreamer::new()
.with_file("lib.glsl")
.with_file("shader.glsl");
FragConf::new()
.with_window_width(1600)
.with_window_height(900)
.with_canvas_width(320)
.with_canvas_height(180)
.with_pixelate(true)
.with_streamer(streamer)
.run_live().expect("Could not run.");
use frag::*;
let streamer = shader::ShaderStreamer::new()
.with_file("lib.glsl")
.with_file("shader.glsl");
FragConf::new()
.with_window_width(1600)
.with_window_height(900)
.with_streamer(streamer)
.into_ffmpeg_renderer()
.with_framerate(30)
.with_crf(20)
.with_preset(Preset::Slow)
.with_tune(Tune::Animation)
.with_length(600)
.with_output("render.mp4")
.render().expect("Could not render.");
Copyright (C) 2024 Cody Bloemhard
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