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A native, high-performance GLSL live-coding engine written in Rust, designed for real-time shader manipulation, hardware control, and live video routing.
shadecore is a standalone OpenGL shader engine that renders a fullscreen GLSL fragment shader and routes the result to multiple real-time video outputs.
Supported outputs:
The engine is intentionally low-level and explicit:
What you write in GLSL is what runs.
If you're trying to understand the engine quickly:
The docs site mirrors this structure under docs/_docs/.
This project exists to solve a common creative-coding problem:
“I want to build my own visual tools without shipping an entire framework.”
shadecore is designed to be:
It is equally suited for:
While shadecore does not embed a traditional text editor, it is designed around a live-coding workflow.
Shaders are written externally, but once running:
This allows a performer to play, reconfigure, and record a shader as a live system.
Parameters are defined declaratively in JSON and updated every frame.
By declaring parameters and MIDI bindings ahead of time, shadecore supports a live-coding style where control surfaces can be connected, repurposed, or reinterpreted in real time without stopping the renderer.
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