I forked the repo today, have some big plans in the works to grow ISF:
Gather vs and fs into one '.isf' file ( I notice many times I copy only the fs and get errors, also this seems more elegant as well as descriptive and searchable )
Make vertex pass more useful: reference vertexshaderart.com:
https://github.com/greggman/vertexshaderart
so much can be done and very computationally efficient. Requires gl_vertexID input, opengl rendermodes, and point size. Creates particles and geometry that is quick and powerful.
Compatibility / tie in with shaderfrog, I showed him your spec as a solution to what he is doing and to facilitate fluid compatibility with three.js
Update ShaderToy API import : plan to have a meeting with him to see if we could set up a more direct compatibility, and am experimenting with my own solutions at the moment via their API json files and regex.
A few months back, before I discovered ISF, I was creating a simple and elegant solution to the same thing that parses any glsl shader and defines controls and passes based on the uniforms. I plan to put this up on a github repo very soon, it provides immediate compatibility with any GLSL file and I and am exploring options to merge that into ISF.
I forked the repo today, have some big plans in the works to grow ISF:
Gather vs and fs into one '.isf' file ( I notice many times I copy only the fs and get errors, also this seems more elegant as well as descriptive and searchable )
Make vertex pass more useful: reference vertexshaderart.com:
https://github.com/greggman/vertexshaderart
so much can be done and very computationally efficient. Requires gl_vertexID input, opengl rendermodes, and point size. Creates particles and geometry that is quick and powerful.
Compatibility / tie in with shaderfrog, I showed him your spec as a solution to what he is doing and to facilitate fluid compatibility with three.js
Update ShaderToy API import : plan to have a meeting with him to see if we could set up a more direct compatibility, and am experimenting with my own solutions at the moment via their API json files and regex.
A few months back, before I discovered ISF, I was creating a simple and elegant solution to the same thing that parses any glsl shader and defines controls and passes based on the uniforms. I plan to put this up on a github repo very soon, it provides immediate compatibility with any GLSL file and I and am exploring options to merge that into ISF.