Desktop application
Video
Overview · selected highlights

ShaderWeave

An editable shader graph where intermediate images and previous frames are first-class resources. Compose GLSL passes, preserve feedback state, and connect CUDA or OptiX producers while seeing how a local change propagates through the network.

Programs → textures → feedback
PassTextureState
Brochure →
  1. f(x)

    Write a pass

    Begin with shader code and familiar image-channel inputs.

  2. ↔

    Wire the images

    Connect each producer's texture to the next computation.

  3. t−1

    Keep state

    Persistent buffers and feedback links make earlier frames available.

  4. ▧

    Inspect every stage

    Watch intermediate previews while editing the code and graph.

The program is the network, and its internal images stay visible while it runs.

Existing ShaderWeave capture: editable pass nodes, an explicit feedback link and visible intermediate outputs.
Existing ShaderWeave capture: editable pass nodes, an explicit feedback link and visible intermediate outputs.
Existing capture: a compute-shader SmoothLife history displayed as a time volume.
Existing capture: a compute-shader SmoothLife history displayed as a time volume.
Original desktop recording: several networks and their intermediate visual results.
A CUDA node supplies its output to the shader workspace.
A CUDA node supplies its output to the shader workspace.