A Neovim plugin for live Slang shader debugging — preview what any line of your fragment shader outputs, right in the editor.
- Live shader previews — move your cursor to any Slang line and see what it outputs rendered on a quad
- Reflection-driven — automatically detects textures, buffers, samplers, and uniform bindings from your shader
- Interactive inputs — click or press Enter on any input to bind custom images, textures, or JSON data
- Dual render API — render previews through Vulkan or headless OpenGL/EGL
- Selectable preview display backend — show images through Neovim's native
vim.ui.imgAPI orimage.nvim - Non-blocking — everything runs in the background, so your editor never stutters
With image.nvim:
{
"NickTsaizer/shaderdebug.nvim",
ft = { "slang" },
dependencies = { "3rd/image.nvim" },
}With Neovim's native image support only:
{
"NickTsaizer/shaderdebug.nvim",
ft = { "slang" },
}- Neovim 0.10+
- Preview display backend — either:
- A Neovim build with native image support (
vim.ui.img) - image.nvim for plugin-based inline image rendering
- A Neovim build with native image support (
- slangc — available on your
PATH, or configured viasetup({ slangc = "/path/to/slangc" }) - glslangValidator — available on your
PATH, or configured viasetup({ glslang_validator = "/path/to/glslangValidator" }) - Vulkan — required when
api = "vulkan"orapi = "auto" - EGL + OpenGL — required when
api = "opengl"(headless/offscreen path) - libepoxy — OpenGL function loading for the headless EGL path
- ffmpeg — for non-PNG image conversion
- libpng — PNG reading/writing
" Open a Slang shader file
:e myshader.slang
" Preview the current line
:ShaderDebugPreview
" Enable auto-preview on cursor move
:ShaderDebugToggleAutoConfigure the render API and preview display backend in setup():
require("shaderdebug").setup({
api = "auto", -- "vulkan", "opengl", or "auto"
preview = {
backend = "native", -- "native", "auto", or "image.nvim"
},
})| Command | Description |
|---|---|
:ShaderDebugPreview |
Render preview for the current line |
:ShaderDebugToggleAuto |
Toggle live preview on cursor move |
:ShaderDebugInputs |
Show reflected inputs in the message area |
:ShaderDebugSetImage <name> <path> |
Bind a single image to an input |
:ShaderDebugSetImages <name> <paths> |
Bind multiple images (comma-separated) |
:ShaderDebugSetData <name> <json> |
Bind JSON data to a buffer input |
:ShaderDebugClearInput <name> |
Clear an input override |
:ShaderDebugClear |
Close the preview and disable auto-preview |
The preview split shows:
- Header —
<entry> > <expression> - Render API — the active renderer (e.g.
vulkan) - Inputs — each reflected resource with current binding
Move the cursor onto an input line and press:
- Enter — edit that input (prompt for image path, JSON data, etc.)
- x — clear the input override
- r — refresh the preview
Pass options to setup():
require("shaderdebug").setup({
api = "vulkan", -- "vulkan", "opengl", or "auto"
auto_preview = false, -- start with auto-preview disabled
debounce_ms = 180, -- delay before rendering
image_size = 512, -- preview image resolution
slangc = "slangc", -- compiler command or absolute path
glslang_validator = "glslangValidator", -- validator command or absolute path
preview = {
backend = "native", -- "native", "auto", or "image.nvim"
cell_aspect_ratio = nil, -- override terminal cell height/width ratio if needed
},
})api = "vulkan"compiles Slang to SPIR-V and uses the Vulkan offscreen rendererapi = "opengl"compiles Slang to GLSL and uses a headless EGL/OpenGL rendererapi = "auto"currently resolves to Vulkan
preview.backend = "native"is the default and requires a Neovim build withvim.ui.imgsupportpreview.backend = "auto"prefers Neovim's native image API when supported, then falls back toimage.nvimpreview.backend = "image.nvim"forces plugin-based preview renderingpreview.cell_aspect_ratiolets you manually tune image sizing when your terminal reports unusual cell proportions
Example native-only setup:
require("shaderdebug").setup({
preview = {
backend = "native",
},
})Example image.nvim setup with manual sizing override:
require("shaderdebug").setup({
preview = {
backend = "image.nvim",
cell_aspect_ratio = 2,
},
})Texture2D<float4> albedo;
SamplerState albedoSampler;
struct FragmentInput
{
float2 uv: TEXCOORD0;
};
[[shader("fragment")]]
float4 fragment(FragmentInput input) : SV_Target0
{
return albedo.Sample(albedoSampler, input.uv);
}Bind the texture from Neovim:
:ShaderDebugSetImage albedo /path/to/image.png
:ShaderDebugPreview- Only fragment shaders are supported
- Works best with simple expressions (assignments, returns, direct function calls)
- OpenGL currently treats sampled textures as combined
sampler2Duniforms internally
Built with Slang, Vulkan, and EGL/OpenGL.
