Basically shaderjoy is shadertoy but to run natively instead of the webpage.
I started to do the raytracing series https://raytracing.github.io/ on shadertoy but was limited because it's in the browser. I wanted to edit my shader with emacs reloading on each changes and commit my progression in a git repository. So I started shaderjoy, it follows the same variable names iFrame to be compatible with shadertoy. Enjoy editing shader natively with your favorite editor.
To build it you will need to install cmake and glfw
brew install glfw cmake
git clone git@github.com:cedricpinson/shaderjoy.git
cd shaderjoy
mkdir build
cd build
cmake ../
make
src/shaderjoy yourFragment.glsl
# to install clang-11 https://apt.llvm.org/
apt-get install clang-11 clang-format-11 clang-tidy-11 make libcurl4-gnutls-dev libglfw3-dev cmake
git clone git@github.com:cedricpinson/shaderjoy.git
cd shaderjoy
mkdir build
cd build
cmake ../
make
src/shaderjoy yourFragment.glsl
use windows way of generating projects https://cmake.org/runningcmake/
# to edit your shader live
src/shaderjoy yourFragment.glsl
# to execute your shader and save the first frame, shaderjoy will exit just after
src/shaderjoy --save-frame yourFragment.glsl
# to use textures (they will be watch like the shader)
src/shaderjoy --texture0 [2d:linear:repeat] texture.png yourFragment.glsl
src/shaderjoy --texture0 [3d:linear:repeat:sizex:sizey:sizez] texture.data yourFragment.glsl