{"id":23750640,"url":"https://github.com/chaoticbyte/fragmented","last_synced_at":"2025-12-24T03:50:54.441Z","repository":{"id":242732239,"uuid":"810404240","full_name":"ChaoticByte/Fragmented","owner":"ChaoticByte","description":"Create and apply image filters using Godot's shader language | [cli \u0026 shaderlib API still unstable]","archived":false,"fork":false,"pushed_at":"2025-02-03T16:41:02.000Z","size":7388,"stargazers_count":3,"open_issues_count":3,"forks_count":0,"subscribers_count":2,"default_branch":"main","last_synced_at":"2025-02-03T17:41:54.219Z","etag":null,"topics":["gdshader","godot","image","image-filters","image-manipulation","shaders"],"latest_commit_sha":null,"homepage":"","language":"GDScript","has_issues":true,"has_wiki":null,"has_pages":null,"mirror_url":null,"source_name":null,"license":"bsd-3-clause","status":null,"scm":"git","pull_requests_enabled":true,"icon_url":"https://github.com/ChaoticByte.png","metadata":{"files":{"readme":"README.md","changelog":null,"contributing":null,"funding":null,"license":"LICENSE","code_of_conduct":null,"threat_model":null,"audit":null,"citation":null,"codeowners":null,"security":null,"support":null,"governance":null,"roadmap":null,"authors":null,"dei":null,"publiccode":null,"codemeta":null}},"created_at":"2024-06-04T16:19:59.000Z","updated_at":"2025-01-28T20:46:56.000Z","dependencies_parsed_at":"2025-01-06T22:24:18.816Z","dependency_job_id":"f9afbbf1-07bc-4feb-9c20-bb451069f691","html_url":"https://github.com/ChaoticByte/Fragmented","commit_stats":null,"previous_names":["chaoticbyte/glitchapp","chaoticbyte/fragmented"],"tags_count":15,"template":false,"template_full_name":null,"repository_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/ChaoticByte%2FFragmented","tags_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/ChaoticByte%2FFragmented/tags","releases_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/ChaoticByte%2FFragmented/releases","manifests_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/ChaoticByte%2FFragmented/manifests","owner_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners/ChaoticByte","download_url":"https://codeload.github.com/ChaoticByte/Fragmented/tar.gz/refs/heads/main","host":{"name":"GitHub","url":"https://github.com","kind":"github","repositories_count":239915504,"owners_count":19717867,"icon_url":"https://github.com/github.png","version":null,"created_at":"2022-05-30T11:31:42.601Z","updated_at":"2022-07-04T15:15:14.044Z","host_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub","repositories_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories","repository_names_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repository_names","owners_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners"}},"keywords":["gdshader","godot","image","image-filters","image-manipulation","shaders"],"created_at":"2024-12-31T16:35:04.945Z","updated_at":"2025-12-24T03:50:54.436Z","avatar_url":"https://github.com/ChaoticByte.png","language":"GDScript","funding_links":[],"categories":[],"sub_categories":[],"readme":"\u003e [!WARNING]  \n\u003e This project is canceled in favour of [Pigment](https://remotebranch.eu/ChaoticByte/Pigment).\n\n\u003ch1 align=center\u003eFragmented\u003c/h1\u003e\n\n![screenshot](./screenshot.png)\n\n\u003cp align=center\u003eAn image editing/compositing software for graphics programmers.\u003c/p\u003e\n\n## Table of Contents\n\n- [Supported Platforms](#supported-platforms)\n- [Usage](#usage)\n- [Shaderlib](#shaderlib)\n- [Commandline interface](#commandline-interface)\n- [Known Issues](#known-issues)\n\n## Supported Platforms\n\n- Linux\n\nYou can find the latest releases [here](https://github.com/ChaoticByte/Fragmented/releases/latest).\n\n## Usage\n\nWith Fragemented, you are processing images with GDShaders. This brings almost endless opportunities to create unique art.  \nIf you want to learn GDShader, take a look at the [Godot docs](https://docs.godotengine.org/en/stable/tutorials/shaders/).\n\n**The builtin editor got removed** from Fragmented with version **v9.0**. I advise you to write your shaders directly in the Godot Editor.\n\n**To get started, use the project template (see the Releases section of this repo) and open it in Godot.**\n\nThe template includes many examples. You can use them as a starting-point to write your own stuff.\n\nBesides the regular GDShader stuff, Fragmented has so-called directives. Those allow to further control the behaviour of the application. **The most important directive is `//!load` to load an image.**\n\n### Load TEXTURE using the `//!load` directive\n\n```glsl\n//!load \u003cfilepath\u003e\n```\n\nThe main image file will be read and available as the sampler2D `TEXTURE`.\n\n#### Load additional images\n\n```glsl\n//!load+ \u003cname\u003e \u003cfilepath\u003e\n\nuniform sampler2D \u003cname\u003e;\n```\n\nHave a look at the `place_texture.gdshader` example.\n\n### Have multiple steps with `//!steps n`\n\nYou can apply your shaderfile multiple times. At every additional step, `TEXTURE` is the result of the previous step. This can be used to chain effects that cannot be easily chained otherwise.\n\nTo query the current step index, a `STEP` uniform is automatically injected. If `steps` is set to `0`, your shader won't be applied at all.\n\nExample:\n\n```glsl\n//!load ...\n//!steps 5\n\nuniform int STEP;\nuniform int STEPS;\n\nvoid fragment() {\n  if (STEP == 0) {\n\t  ...\n  } else if (STEP == 1) {\n\t  ...\n  } else if (STEP == STEPS-1) {\n    ...\n  }\n}\n```\n\n## Shaderlib\n\nThis repo comes with a (still small) shader library including pre-written functions and more.  \nHave a look at the `shaderlib` folder.\n\nHere is an example:\n\n```glsl\nshader_type canvas_item;\n\n#include \"./shaderlib/oklab.gdshaderinc\"\n\n//!load ./images/swamp.jpg\n\nvoid fragment() {\n\tvec4 oklab = rgb2oklab(COLOR);\n\tvec4 oklch = oklab2oklch(oklab);\n\toklch.z -= 2.0;\n\tCOLOR = oklab2rgb(oklch2oklab(oklch));\n}\n```\n\n## Commandline interface\n\nYou can run Fragmented from the commandline or scripts.\n\n\u003e Note: Headless mode is not supported. Using the commandline interface still opens a window.\n\n### Usage\n\n```\n~ Fragmented CLI ~\n-================-\n\nUsage:\n\n./Fragmented \u003ccommand\u003e \u003cargs...\u003e\n\nCommands:\n\n help\n\n  | Shows this help text.\n\n apply --shader PATH [--load-image PATH]\n\n  | Applies a shader file.\n\n    --shader PATH      The path to the shader\n    --output PATH      Where to write the resulting image to.\n                       In batch mode, this must be a folder.\n    --load-image PATH  The path to the image. This will overwrite the\n                       load directive of the shader file.\n                       Passing a folder activates batch mode.\n                       (optional)\n\n```\n\n### Batch Mode\n\nSince version v8.0, you can pass a directory to `--load-image` and `--output`. This will process all images in the input directory and write the output to the output directory.\n\n\u003e Note: You *can* use this feature for video frames, but it will take a loooong time.\n\n#### Examples\n\n```\n./Fragmented apply --shader ./examples/oklab.gdshader --output ./output.png\n```\n\n```\n./Fragmented apply --shader ./examples/oklab.gdshader --load-image ~/Pictures/test.png --output ./output.png\n```\n\n## Known Issues\n\n- screen scaling is unsupported; Using screen scaling could lead to an either blurry UI, or no scaling at all -\u003e see #45\n- commandline interface: `--headless` is not supported\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fchaoticbyte%2Ffragmented","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fchaoticbyte%2Ffragmented","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fchaoticbyte%2Ffragmented/lists"}