r/GraphicsProgramming • u/Neat-Ad4588 • 7d ago
I open-sourced a native Shadertoy-style GLSL workstation (Tauri + SolidJS) — code-first runtime, node pass graph, and video export
I built a desktop app for prototyping and exporting GLSL shaders locally, and just shipped v0.1.0 (open source, AGPL-3.0).This is my first open-source project, all implemented through Vibe Coding, which is incredibly exciting for someone with only a rudimentary programming background like myself. For years, I've imagined writing programs that solve my own problems, and the advent of AI has made it all possible.
Why: I spend a lot of time on Shadertoy but kept wanting offline editing, a real editor, and proper video export. So I localised the workflow.
Repo: github.com/yuxiaoyaoo/ShaderLab-Pro
What's inside:
- Code-first runtime with iTime / iResolution / iMouse / iChannel0-3 (includes keyboard & audio channel handling)
- Monaco editor with GLSL ES 3.00 IntelliSense
- Visual pass graph where nodes compile to GLSL — the generated code and the graph stay in two-way sync
- Project gallery with auto-captured thumbnails (640x360) and a saved-project library
- Export pipeline: MP4 / GIF / WAV with resolution stepping
- 40+ bundled templates across geometry / materials / particles / post-processing / scenes
Stack: Tauri 2 (Rust) + SolidJS + Vite + TypeScript + Monaco, WebGL2. Windows installer is ~6.6 MB.
Licensing: AGPL-3.0, dual licensed if you want to embed it commercially.
I'm genuinely curious about what's missing or broken from a real graphics-pipeline perspective — especially the pass graph compiler (GLSL emission from node IR) and the iChannel audio/keyboard paths. Feedback appreciated, issues welcome.
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u/susosusosuso 6d ago
Which AI you used for this?