Release details are described below:
Added a feature that allows you to right click on a 2D or 2D array texture and automatically create a shader graphlet for visualizing the selected <Texture>. Values in the target <Texture> are converted to normalized floating point (0.0 to 1.0) and rendered out to the screeen.
This makes it much easier to create debug shaders that show you the results of a compute shader pass on screen. This command works best with visual data, but it also works on non-visual data and can be very useful in that regard. This feature requires GLSL 430 or higher, but it can be adapted to support 400 or higher with minor changes.
Here's an example of a compute shader that uses one of the new visualizers to show the results of a prefix sum computation.
Added <GlslCodeHelper>, a static data interface class
that generates sampling code for 2D and 2D array <Texture> nodes.
Sampling code is usually just several lines of code, but it's surprisingly
tricky to get right (especially if you're in a hurry to debug something).
It's better to automate it. Here's the sampling code generated for a 2D array texture.