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  1. Thought I'd show off my node editor for Ultra Engine Shaders. Currently I'm developing it as I develop my game, so features get added as I need them. But I'd love to hear your feedback and if you'd like me to add something I'm sure I can oblige. ShaderMaster_v1.3.zip Before use, you need to set the path to UltraEngine like this so it can find the tools and shaders. You will also need to copy 'FragmentCustom.glsl' to 'UltraEngine\Templates\Common\Source\Shaders\PBR' in order to use the fragment shader nodes. Then to create a new project go to File->New Project and enter in a name. PBR is the only available at the moment and you can choose PostEffect from the right drop down - but this has not been tested in some time! Feel free to explore it though. Add a file to the project by clicking the file icon with the '+'. Below are the files associated with one of my projects. Macros are also visible when the checkbox is checked. Macros are functions that can be used between projects. Create a function, right click the function file and choose 'Convert to Macro'. The function will be removed the current project and added to the macro folder. Choose a file type, this is either a shader stage or a function or definition. I've used the fragment shader extensively. I have used the vertex and geometry shaders though there may be bugs here. Please let me know. Tessellation and Compute stages aren't working yet. Select a file from the list on the right to open it and right click in the node area to get a menu of all the available nodes. I'll make in depth tutorials on this later if any one is interested as there's a lot more to cover. Right now it's there to play with. An example of the fragment shader for my voxel terrain.
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