Normally I never post pages that are so incomplete, but I don't think I'm going to finish it for a long long time, so I'm making an exception.
Updated: January 13th 2010

Overview and features

Shaide is a GLSL shader development environment written for Linux. It is an attempt to mix the best of existing commercial software into one package. The GLSL shader development environments for Linux are more limited than the shader IDEs that run on Windows. Shaide tries to be different by giving the developer the option to choose which parts of the shader are written in the traditional line by line method of coding, and which parts are written using a visual programming language. The visual programming language is made up of lines and nodes. Nodes can be thought of as functions, with inputs and outputs, and the data from each node is passed to the next via lines drawn to the screen. This visual programming idea isn't new, but the fact that this environment mixes the two methodologies makes it new for shading languages. (As far as I know). Shaide is artist friendly because it provides the usual sliders that artists can move and get immediate results. Shaide is also programmer friendly because it lets programmers write chunks of shaders, putting them into nodes, then quickly swapping nodes in and out of shaders and seeing the effects in real time. Nodes can also be exported, shared and reused. The GLSL language is a minimal C-like language that is so simple that it can be represented efficiently with lines and nodes. If all the lines of a shader were nodes then the shader graph would be very complicated, especially with loops and conditionals. The idea is to group related code into useful blocks that can be quickly combined to prototype shaders without the need to write any code other than GLSL.
Here is an example of a node (someNode) with three inputs with different types connected to the output of a vertex shader (the green dot, aka gl_Position).

Online shader data base

One sub-goal of this project is to create a free online repository of Shaide projects that other people can import directly onto their computers and edit, all from the Shaide environment. This includes all models and textures, not just glsl graphs and code.

Project status

Node and graph editing: 75%
Mostly done, need to make things prettier.
Shader source code generation and parsing: 95%
Works, there are some minor bugs for corner cases. All this means is that shaide can't pickout the node with the syntax error sometimes.
2D textures: 95%
Loads all popular formats, but I need to expose the loading function to python scripts for plugins.
Multiple passes: 50%
Code is there, haven't gotten to a point where it makes sense to debug it. I'm just assuming there are bugs in it.
OpenGL viewport: 50%
Renders models, textures, multiple passes. Need to add things like the ability to place objects in the scene with the mouse.
Offscreen rendering: 0%
Top priority.
Geometry shaders: 0%
I don't even have the hardware for this.
Saving/loading: 0%
Going to use XML export from boost serialization.
FreeGLUT exporting: 0%
This isn't going to happen for a long time, but someday it would be nice to export a shader to a .c file that can be compiled to display the shader in a stand alone program.
Online shader repository: 0%
Model loading: 75%
This is done completely in python plugins. It works, but I need to add a way for plugins to define custom names for extra model data, basically vertex attributes.
Shadow maps, cube maps, 3d textures, 1d textures: 0%
Handling all these lesser used OpenGL extensions is going to be the bulk of the work in the long run.
Stability: Stable
I'm very happy with how little this software crashes or does something unexpected. Even under heavy development segfaults are very rare, and random behavior doesn't happen to anything unrelated to what I'm currently coding.

There could be more in this list. (Both done and not done) These are just the main ones.

Code

I moved this project into GPL space.
https://sourceforge.net/projects/thenormalizer/

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