Overview
What OpenGL Layer is for
Custom shaders
Generative visuals
Shader-driven overlays
How-to
Starting Workflow for OpenGL Layers
Step 1
Use the plus menu and choose OpenGL Layer.
Step 2
Paste shader code into the inline editor, or use the folder button to load a shader file.
Step 3
Use the expanded editor button when you need a larger coding surface.
Step 4
Choose Alpha behavior before blending the shader with the rest of the stack.
Step 5
Open Shader controls to choose passes, resolution scale, iChannel sources, texture files, and channel settings.
Reference
OpenGL Layer controls
| Control | What it changes |
|---|---|
| Load Shader | Loads shader source from a file. |
| Expand editor | Opens a larger code editor for the shader. |
| Save Shader and Save As | Writes the current shader source back to disk or to a new file. |
| Build Shader | Manually rebuilds the shader when live preview is disabled. |
| Alpha | Chooses Transparent BG, Shader Alpha, or Opaque compositing behavior. |
| Matte Radius and Feather | Tune transparent-background matte behavior when that alpha mode is active. |
| Preview | Inspects the final image, buffer passes, or resolved iChannel inputs. |
| Pass | Chooses Image, Common, or buffer passes for editing. |
| Res | Sets the per-layer shader resolution scale. |
| iCh0-iCh3 | Assigns channel inputs such as Inherited, Video, Texture File, Noise, Audio, buffers, or Blank. |
| Channel folder and gear | Choose texture files and configure texture or noise channel processing. |
| Pipeline status | Shows whether the shader is idle, pending, converted to Metal, using OpenGL fallback, or in error. |
Practice
Usage tips
Start with Alpha set intentionally so the shader blends the way you expect.
Use a lower Res value when a shader is visually useful but too expensive at full size.
Use Preview to debug a buffer or channel before changing the final image pass.