Comments (10)
@bernief1 Is your project public and/or open-source?
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You're missing some libraries in your repo, so I can't actually build it without searching for the right versions myself.
Regardless of that, it sounds like you have a set of really nice features. However I don't see how the projects can benefit from each other. The fact alone that one project is written in TypeScript/HTML and the other is written in C++ makes most efforts to port features very non-trivial. On top of that one works based on WebGL, the other on the full OpenGL feature set.
I don't say this to be discouraging or mean, I just honestly think that the two projects live in very different domains, where they each are completely valid and valuable solutions.
When you speak of unifying syntax, of course this is a different question and could bring value to users who might not always be able to use one or the other solution. Thus having a standalone desktop version of shader-toy that obeys the same syntax as the VSC integrated version (and partially the online version) could help a lot. On a side note though, we have many active users on this extension, thus radically changing our syntax would be dangerous.
For now, if you are interested in growing your project and making it inviting to contributors, I would suggest you to clean up the repo a bit, introduce a build-system, make the code portable (if it isn't already), eventually introduce CI and testing. I'd be happy to spend some time to help you with that, because I think having a desktop version of shadertoy is an amazing prospect.
Edit: I hope I didn't come across as negative, I've been told it happens. Instead I am really positive about this project 😄
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In particular I fail linking against the static libraries for FreeImage 'GraphicsTools/external/FreeImage/x64/FreeImage2017Lib.lib'
Edit: I'm sorry I'm slow in responding. I just changed job and everything is a bit stressful.
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No, there is no static library for FreeImage in your repo. It should be in this folder
Edit: I also think we should continue this conversation on your repo instead of here.
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Closing this since the conversation doesn't belong here, as mentioned previously.
@bernief1 I'm sorry this slipped my mind. If you are still interested in making your repo more open-source friendly just get in touch, I should have some time to help you.
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Related Issues (20)
- iMouse.w behavior is different from Shadertoy
- Make available as web extension HOT 2
- Compilation Error with includes HOT 2
- Feature request: setting to start the shader paused HOT 5
- Feature request: leave the preview alone if compilation fails HOT 2
- Feature request: GLSL ES 3.0 Support HOT 1
- bug report on self-input-buffer and solution to it HOT 1
- Feature request: import from shadertoy url and from shadertoy export json HOT 2
- Frametime panel blocks the Controls panel
- Feature request: export as video HOT 7
- Feature request: breakpoint debug shaders HOT 1
- Feature request: reload texture when the image changes
- Recording w/ the framerate graph enabled errantly records the framerate graph and not the shader HOT 1
- Feature request: Export Frames as PNG for High-Resolution Video Creation HOT 1
- Add .reloadOnSave HOT 1
- can't run glslify example HOT 5
- Cant preview any shader HOT 1
- Compilation error when using #define HOT 1
- Weird Artifact on Custom Screenshot Resolutions
- The menu is displayed even for files other than .glsl.
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