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src=\"https://github.com/schwwaaa/shadecore/blob/main/media/shadecore-logo.png?raw=true\"/\u003e  \n\u003c/p\u003e\n\n\u003cp align=\"center\"\u003e\u003cem\u003eA native, high-performance GLSL live-coding engine written in Rust, designed for real-time shader manipulation, hardware control, and live video routing.\u003c/em\u003e\u003c/p\u003e\n\n---\n\n## Description\n\n`shadecore` is a **standalone OpenGL shader engine** that renders a fullscreen GLSL fragment shader and routes the result to multiple real-time video outputs.\n\nSupported outputs:\n\n- Local window preview (always on)\n- **Syphon** (macOS)\n- **Spout2** (Windows)\n- **FFmpeg streaming** (RTSP / RTMP)\n- **NDI** (separate execution mode)\n\nThe engine is intentionally **low-level and explicit**:\n\n- No GUI framework  \n- No WebView  \n- No runtime abstraction layer between your shader and the GPU  \n\nWhat you write in GLSL is what runs.\n\n---\n\n## Purpose\n\n## Code Map\n\nIf you're trying to understand the engine quickly:\n\n- `src/main.rs` — GL context setup, render loop, input threads (MIDI/OSC), hot-reload wiring\n- `src/presenter.rs` — preview window presentation (scaling/letterboxing)\n- `src/output/*` — Syphon/Spout/NDI/Stream routing glue + backends\n- `src/recording.rs` — FFmpeg recording worker (non-blocking design)\n- `assets/*.json` — runtime configuration (params/output/recording)\n\nThe docs site mirrors this structure under `docs/_docs/`.\n\nThis project exists to solve a common creative-coding problem:\n\n\u003e *“I want to build my own visual tools without shipping an entire framework.”*\n\n`shadecore` is designed to be:\n\n- a **foundation** for custom shader-based tools,\n- a **bridge** between GLSL and external control systems,\n- a **standalone binary**, not a plugin locked into another host.\n\nIt is equally suited for:\n- live performance,\n- installations,\n- research tools,\n- experimental pipelines.\n\n---\n\n## Live Coding Model\n\nWhile `shadecore` does not embed a traditional text editor, it is designed around a **live-coding workflow**.\n\nShaders are written externally, but once running:\n\n- parameters are pre-declared and always “live”\n- MIDI mappings act as latent control bindings\n- routing, structure, and behavior can be reshaped in real time\n- no recompilation or UI-layer indirection is required\n\nThis allows a performer to *play*, *reconfigure*, and *record* a shader as a live system.\n\n---\n\n## Features\n\n- Native OpenGL rendering (via `glow`)\n- Fullscreen GLSL fragment shader pipeline\n- JSON-defined parameter schema\n- MIDI control (CoreMIDI on macOS, cross-platform via `midir`)\n- **Syphon server output** (macOS)\n- **Spout2 sender output** (Windows)\n- **FFmpeg streaming output** (RTSP / RTMP)\n- **NDI output (separate run mode)**\n- Vendored native dependencies (no system installs required)\n- Deterministic build \u0026 runtime behavior\n\n---\n\n## Parameters \u0026 MIDI\n\nParameters are defined declaratively in JSON and updated every frame.\n\nBy declaring parameters and MIDI bindings ahead of time, `shadecore`\nsupports a live-coding style where control surfaces can be connected,\nrepurposed, or reinterpreted in real time without stopping the renderer.\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fschwwaaa%2Fshadecore","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fschwwaaa%2Fshadecore","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fschwwaaa%2Fshadecore/lists"}