Public Beta 2 for Windows
One interface · Two GPU backends

ACMX has arrived on Windows.

Transform cameras, videos, and images with real-time fragment and compute shaders. Windows Beta 2 brings the ACMX interface, the established ACMX2 engine, and the new ACMXVK Vulkan engine together in one portable package.

Beta software: save your work and expect features to continue evolving.

ACMXVK rendering a colorful shader effect on Windows
ACMXVK library and live Vulkan preview on Windows
2 backendsOpenGL and Vulkan
1 interfaceBuild, browse, and run shaders
Open sourceMade for experimentation
How ACMX works

Media enters once. You choose how the GPU transforms it.

Start with a webcam, video file, or still image. The Qt interface manages the source, shader library, effect controls, playlists, audio and MIDI options, recording, and runtime log. Choose the renderer from the Backend menu.

01InputCamera · Video · Image
02InterfaceLibrary · Controls · Audio · MIDI
03AACMX2OpenGL / libmx203BACMXVKVulkan / MXVK
04OutputPreview · Record · Snapshot
Backend selection

Two paths through the same creative workspace

ACMX2 / OpenGL

The original, mature engine

ACMX2 runs through libmx2 and OpenGL. It carries forward the established GLSL workflow, shader packs, playlists, texture history, audio reaction, multipass effects, and recording.

  • Best for existing ACMX2 GLSL libraries.
  • Compiles source shaders through OpenGL at runtime.
  • Supports fragment and compute effects.
ACMXVK / Vulkan

The modern Vulkan pipeline

ACMXVK runs through MXVK. Its source libraries describe fragment and compute shaders in library.json; the interface builds them into SPIR-V and tracks build health.

  • Uses compiled SPIR-V shader passes.
  • Supports multipass chains, history textures, and custom uniforms.
  • Supports source editing, incremental builds, and live reload.
The interface is the bridge.

Switching backends changes the rendering engine and shader format, not the central process: select media, browse effects, control uniforms, react to sound or MIDI, preview the result, and record the finished video.

Typical workflow

From shader source to finished video

  1. 1
    Choose ACMX2 or ACMXVK

    Select the renderer from the Backend menu.

  2. 2
    Open a shader library

    Load an ACMX2 library or an ACMXVK library.json source manifest.

  3. 3
    Build when needed

    ACMXVK compiles changed .frag and .comp files into SPIR-V.

  4. 4
    Select media and controls

    Configure a camera, video, or image plus audio, MIDI, timing, and output.

  5. 5
    Perform or process

    Run one effect or a multipass chain, then record or save snapshots.

Creative tools

Built for live play and offline processing

Shader libraries

Browse large collections and monitor Vulkan build health.

Fragment + compute

Combine compatible shader types into multipass chains.

Audio reactive

Drive effects from microphone or source-video audio.

MIDI control

Map physical knobs and sliders to custom uniforms.

Recording

Encode processed video with quality and timing controls.

Snapshots

Save creative output in several supported image formats.

Running on Windows

Both backends, one interface

Windows Beta 2 can launch either rendering engine, manage large shader libraries, preview effects, and edit ACMXVK shader source without leaving the interface.

Windows Beta 2

Download and run

  1. Download and extract the ZIP.
  2. Keep the bin and share folders together.
  3. Launch bin\acmx2_interface.exe.
  4. Select ACMX2 or ACMXVK from the Backend menu.