Gryphos GmbH today is proud to announce the release of Shaderific version 3.2, a major update of its OpenGL ES shader development application for iOS. Shaderific provides the full range of shader development with the OpenGL Shading Language (GLSL) on tablet computers and mobile devices. Vertex and fragment shader code can be created, edited and compiled on the device and all changes are visible instantly. There is no need to use a personal computer (laptop or desktop) in the shader development process anymore.
The update adds support for OpenGL ES 3.0 and GLSL ES 3.0. The OpenGL ES 3.0 capability of using 3D textures in a shader program is demonstrated by a new shader that generates a procedural fire effect based on a pre-calculated 3D noise texture. A new blending mode allows rendering of multiple blended objects. The blending factors and blending function can be customized in the settings menu without interrupting the rendering loop. The blending capabilities are demonstrated by a new shader that uses draw instanced functionality to render multiple blended instances of the same object. A new control mode allows moving the camera position based on the device orientation thus enabling to "fly around the object" by tilting the device. To make it easier to create new shaders based on the existing ones a shader can now be duplicated with only one tap.
Starting shader development can be a difficult and complex task for a beginner. Shaderific smoothes the learning experience dramatically by hiding away a lot of the technical complexity, that way letting the user focus solely on the shaders. 31 built-in shaders are demonstrating fundamental development techniques ranging from basic coloring and lighting shaders to advanced texture shaders with normal and environment mapping. The user can start to experiment with these shaders right away without writing a line of code. Alternatively, shader, object and texture files can be imported via Dropbox to give a maximum of flexibility in creating new custom shaders.
Shaderific streamlines the process of prototyping, testing and debugging shaders immensely by cutting the cord to the personal computer. Whereas traditional shader development requires compilation of the whole graphics application for every change to a shader file, all this is unnecessary now. Since the shaders are edited and compiled right on the iPad, iPhone or iPod no file transfer is needed with a personal computer and a lot of time can be saved. A further strength of Shaderific lies in the possibility to change parameters (uniforms) of the shaders via the settings menu without interrupting the rendering loop. All changes can be examined in real-time and fine-tuning the rendering result is fast and easy.
New features of version 3.2:
* Support for OpenGL ES 3.0 and GLSL ES 3.0 (dependent on the GPU of the device)
* New noise texture shader demonstrating the use of a 3D texture in the fragment shader
* Support for blending with customizable blending factors and blending function
* New blending shader to demonstrate the blending options
* Culling can now be enabled/disabled in the settings
* New control mode for moving the camera position based on the device orientation
* Duplicate shaders with only one tap
* iPhone, iPad, and iPod touch
* Requires iOS 7.0 or later
* Optimized for iPhone 5
* 38.8 MB
Pricing and availability:
Shaderific for iOS 3.2 is available as a paid app for $4.99 (USD), or the local equivalent, on the iTunes App Store in the Education category. Review copies are available upon request.
Founded in 2007, Gryphos GmbH is a small consulting and development company located in Hamburg, Germany. Since 2011 we are focussing on educational and utility software for Mac, iPhone, and iPad. The company's other current product is Periodicity for iPod and iPhone, a simple and elegant reminder app for recurring events. Copyright (C) 2011-2014 Gryphos GmbH / All Rights Reserved. Apple, the Apple logo, iPhone, iPod and iPad are registered trademarks of Apple Inc. in the U.S. and/or other countries. OpenGL ES and oval logo are registered trademarks of Silicon Graphics, Inc. in the United States and/or other countries worldwide. Products bearing such trademarks incorporate intellectual property that is owned and licensed to others by SGI. All other trademarks are the property of their respective owners.