Live editing WebGL shaders with Firefox Developer Tools
hacks.mozilla.org
hacks.mozilla.org
With this editor, after you make the changes, do you have to copy-paste that back into your source to save it?
Slightly unrelated but seeing as how neat Firefox has become, I really feel like I need to switch back to it from Chrome. I went Netscape > IE > Maxthon > Firefox > Chrome. Chrome dev tools are good but Firefox seems even better. Anyone revert back to FF lately?
Currently yes. However, we have plans to make this better soon. (we call them Project Maps, and they're on the roadmap)
To me it just makes sense to support the guys who are working for the internet and world-wide web at large, as opposed to the advertising-company just trying to get more input-data into their big-data profile-crunchers.
Initially, I installed a few extensions to make FF as Chrome-like as possible. I disabled them after a while, and I couldn't be happier.
Firefox has also made leaps and bounds in memory usage and keeping the UI good looking but usable. Definitely a project worth supporting.
http://developer.amd.com/resources/archive/archived-tools/gp...
Really great way of prototyping shaders, though I don't think it supports geometry shaders right now, and it seems to be only Windows.
For debugging, gDebugger is amaaaazing (and has Windows and Linux support):
It lets you inspect textures, buffer objects, and suchlike, and can help you profile graphics calls.
http://www.geeks3d.com/20131031/glsl-hacker-0-6-0-0-physx-3-...