An open API service indexing awesome lists of open source software.

https://github.com/chaoticbyte/fragmented

Create and apply image filters using Godot's shader language | [cli & shaderlib API still unstable]
https://github.com/chaoticbyte/fragmented

gdshader godot image image-filters image-manipulation shaders

Last synced: 6 months ago
JSON representation

Create and apply image filters using Godot's shader language | [cli & shaderlib API still unstable]

Awesome Lists containing this project

README

          

> [!WARNING]
> This project is canceled in favour of [Pigment](https://remotebranch.eu/ChaoticByte/Pigment).

Fragmented

![screenshot](./screenshot.png)

An image editing/compositing software for graphics programmers.

## Table of Contents

- [Supported Platforms](#supported-platforms)
- [Usage](#usage)
- [Shaderlib](#shaderlib)
- [Commandline interface](#commandline-interface)
- [Known Issues](#known-issues)

## Supported Platforms

- Linux

You can find the latest releases [here](https://github.com/ChaoticByte/Fragmented/releases/latest).

## Usage

With Fragemented, you are processing images with GDShaders. This brings almost endless opportunities to create unique art.
If you want to learn GDShader, take a look at the [Godot docs](https://docs.godotengine.org/en/stable/tutorials/shaders/).

**The builtin editor got removed** from Fragmented with version **v9.0**. I advise you to write your shaders directly in the Godot Editor.

**To get started, use the project template (see the Releases section of this repo) and open it in Godot.**

The template includes many examples. You can use them as a starting-point to write your own stuff.

Besides 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.**

### Load TEXTURE using the `//!load` directive

```glsl
//!load
```

The main image file will be read and available as the sampler2D `TEXTURE`.

#### Load additional images

```glsl
//!load+

uniform sampler2D ;
```

Have a look at the `place_texture.gdshader` example.

### Have multiple steps with `//!steps n`

You 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.

To 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.

Example:

```glsl
//!load ...
//!steps 5

uniform int STEP;
uniform int STEPS;

void fragment() {
if (STEP == 0) {
...
} else if (STEP == 1) {
...
} else if (STEP == STEPS-1) {
...
}
}
```

## Shaderlib

This repo comes with a (still small) shader library including pre-written functions and more.
Have a look at the `shaderlib` folder.

Here is an example:

```glsl
shader_type canvas_item;

#include "./shaderlib/oklab.gdshaderinc"

//!load ./images/swamp.jpg

void fragment() {
vec4 oklab = rgb2oklab(COLOR);
vec4 oklch = oklab2oklch(oklab);
oklch.z -= 2.0;
COLOR = oklab2rgb(oklch2oklab(oklch));
}
```

## Commandline interface

You can run Fragmented from the commandline or scripts.

> Note: Headless mode is not supported. Using the commandline interface still opens a window.

### Usage

```
~ Fragmented CLI ~
-================-

Usage:

./Fragmented

Commands:

help

| Shows this help text.

apply --shader PATH [--load-image PATH]

| Applies a shader file.

--shader PATH The path to the shader
--output PATH Where to write the resulting image to.
In batch mode, this must be a folder.
--load-image PATH The path to the image. This will overwrite the
load directive of the shader file.
Passing a folder activates batch mode.
(optional)

```

### Batch Mode

Since 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.

> Note: You *can* use this feature for video frames, but it will take a loooong time.

#### Examples

```
./Fragmented apply --shader ./examples/oklab.gdshader --output ./output.png
```

```
./Fragmented apply --shader ./examples/oklab.gdshader --load-image ~/Pictures/test.png --output ./output.png
```

## Known Issues

- screen scaling is unsupported; Using screen scaling could lead to an either blurry UI, or no scaling at all -> see #45
- commandline interface: `--headless` is not supported