1: Running and making simple demos with binaries
2: Building and modifying the sources

More documentation at the homepage at http://woorlic.org/shadershow

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The binary builds should include copies of the required d3d files for running with Angle. As soon as possible we will provide binary builds for other platforms to be able to run shadershow, but for now you will need to build it yourself (The code is fairly clean but might require some patching and building).

To run a "demo" with shadershow you need to place the binaries in a directory with demo.ogg and time.txt that are the base files for the system. See the samples directory for 2 examples.

You can create time.txt yourself but the recommended way is to use Audacity and it's label-track feature to synchronize your events to music.

Binaries in the win32 build comes in 2 flavours, "Release/Fullscreen" and "Debug/Windowed". Use the Debug binaries when working and then when making a release copy the release version exe and dll's to the demo directory and pack it together.

A special notice to take is that the Fullscreen version will try to use the native resolution (the current desktop resolution) of the screen to avoid LCD aliasing. So try to adjust your code to different aspect ratios (the coordinate space is -1 to 1 in any case so use the resolution to do calculate aspect ratio independant code)


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to build the dependencies(Angle) and code for windows you need to have visual studio and a fairly recent Direct3D sdk (including a separate D3Dcompiler).

A build system supporting windows with normal GL or other platforms such as osX and linux will be provided later (or hack one and contribute it! :). The code has some patches to support compiling with the GLFW framework and real GL (instead of GLES with the Angle lib)