RenderMonkeyâ„¢ Toolsuite is released

Doom for some reason your link is incorrect... here is the link I believe that you are wanting.

http://www.ati.com/developer/sdk/radeonSDK/html/Tools/RenderMonkey.html

RenderMonkeyâ„¢ Toolsuite

RenderMonkey is a suite of open, extensible shader development tools for both current and future hardware that allows programmers and artists to collaborate on creating realtime shader effects.

ATI showed these tools publicly for the first time at Siggraph 2002 in San Antonio, on the ATI booth and in a number of partner sessions.

A Beta version of the RenderMonkey IDE is currently available for free download to anyone interested in working with programmable graphics shaders.

Workspace:

Open Extensible Framework for integration of shader tool components
Data saved in an Open XML Shader Database
RenderMonkey provides an Integrated Development Environment for shaders
This allows Programmers and Artists to collaborate on creating compelling visual content
It provides an open/extensible shader delivery & integration mechanism
It provides a framework for future shader tools development

Integrated Preview:

Provides immediate visual feedback of effect under development
Simple/intuitive user Interface
Effects can be previewed on arbitrary geometry

For Programmers:

Modelled on Visual Studio GUI to provide an intuitive interface
Editors for Vertex and Pixel shaders
Syntax Coloring
Integrated support for Microsoft shader compiler
Support for DX8 (today), DX9 and OpenGL shader models (future)

For the Artist:

Artist friendly variable editors
Artist view of workspace
Allows only the artist editable parameters to be touched
Artist Editor
Groups variables into a single edit screen
Look and feel mimics popular Digital Content Creation packages

Example Workspaces:

A number of sample shader workspaces are provided as a starting point for shader developers. These include:
Bump Mapping
Metallic Effects
Terrain Effects
Non Photorealistic Effects
Simple Lighting Effects
Noise Effects - Fire, Clouds
Water Effects
 
Seems to be a "souped up" NVidia effects browser with the shader meta-data encoded into XML rather than hardcoded as C++ calls. This is very nice for setting up, composing, and previewing effects, but it seems that you still must write vertex and pixel shaders in assembly by hand.

I assume you are going to support editing/compiling DX9 HLSL using Microsoft's compiler in the future, but are you going to do any R300 specific optimizations? Also, what about taking shaders and auto-generating multipass HLSL and C++ code for the developer?
 
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