GLSL utility for checkered patterns.Creates a checkered n x n pattern with the given UV coordinates, returning a float 0.0 or 1.0.
https://github.com/mattdesl/glsl-checkerTags | glsl glslify glslb.in checker checkered background texture repeat repeating |
Implementation | GLSL |
License | MIT |
Platform |
Photoshop blending modes in glsl for use with glslify. Blending modes include Screen, Multiply, Soft Light, Vivid Light, Overlay, etc. Implementations sourced from this article on Photoshop math. Blend modes can be imported individually using the standard glslify preprocessor syntax.
It forms one of the core components of the stack.gl ecosystem, allowing you to install GLSL modules from npm and use them in your shaders. This makes it trivial to piece together different effects and techniques from the community, including but certainly not limited to fog, noise, film grain, raymarching helpers, easing functions and lighting models. A full list can be found on the stack.gl packages list under the "Shader Components" category.
ecosystem:stackgl browserify-transform glslify glsl module system cli shader webglWIP of a GPU Texture generator using dear imgui for UI. Not production ready and a bit messy but really fun to code. Basically, add GPU and CPU nodes in a graph to manipulate and generate images. Nodes are hardcoded now but a discovery system is planned. Currently nodes can be written in GLSL or C or Python. Use CMake and VisualStudio to build it. Only Windows system supported for now.
gpu texture imgui procgen tool glsl shaders openglThis repo contains a selection of projects designed to help you learn the basics of computer graphics. We'll be writing shaders to render interactive two-dimensional and three-dimensional scenes. This workshop covers fragment shaders (GLSL), procedural texture generation, rasterization, lighting calculations, and real-time ray tracing.
webgl shaders graphics glsl raytracing 3d 2d rasterizationA C++ library that takes GLSL shaders, does some GPU-independent optimizations on them and outputs GLSL or Metal source back. Optimizations are function inlining, dead code removal, copy propagation, constant folding, constant propagation, arithmetic optimizations and so on. Apparently quite a few mobile platforms are pretty bad at optimizing shaders; and unfortunately they also lack offline shader compilers. So using a GLSL optimizer offline before can make the shader run much faster on a platform like that. See performance numbers in this blog post.
shaders glsl metal cross-compiler optimizer webgl shader optimize opengl essl es openglesSyntastic is a syntax checking plugin for Vim created by Martin Grenfell. It runs files through external syntax checkers and displays any resulting errors to the user. This can be done on demand, or automatically as files are saved. If syntax errors are detected, the user is notified and is happy because they didn't have to compile their code or execute their script to find them. At the time of this writing, syntastic has checking plugins for ACPI Source Language, ActionScript, Ada, Ansible configurations, API Blueprint, AppleScript, AsciiDoc, Assembly languages, BEMHTML, Bro, Bourne shell, C, C++, C#, Cabal, Chef, CMake, CoffeeScript, Coco, Coq, CSS, Cucumber, CUDA, D, Dart, DocBook, Dockerfile, Dust, Elixir, Erlang, eRuby, Fortran, Gentoo metadata, GLSL, Go, Haml, Haskell, Haxe, Handlebars, HSS, HTML, Java, JavaScript, JSON, JSX, Julia, LESS, Lex, Limbo, LISP, LLVM intermediate language, Lua, Markdown, MATLAB, Mercury, NASM, Nix, Objective-C, Objective-C++, OCaml, Perl, Perl 6, Perl POD, PHP, gettext Portable Object, OS X and iOS property lists, Pug (formerly Jade), Puppet, Python, QML, R, Racket, RDF TriG, RDF Turtle, Relax NG, reStructuredText, RPM spec, Ruby, SASS/SCSS, Scala, Slim, SML, Solidity, Sphinx, SQL, Stylus, Tcl, TeX, Texinfo, Twig, TypeScript, Vala, Verilog, VHDL, Vim help, VimL, Vue.js, xHtml, XML, XSLT, XQuery, YACC, YAML, YANG data models, YARA rules, z80, Zope page templates, and Zsh. See the manual for details about the corresponding supported checkers (:help syntastic-checkers in Vim).
vim-plugin syntax-checking syntax-checker lint linters lint-checkingThe purpose of this library is to make creating particle effects using THREE.js and WebGL as simple as possible. The heavy-lifting is done by the GPU, freeing up CPU cycles. Emitters are created by first creating an instance of SPE.Group. It is in the group where ShaderMaterial settings are applied, and the texture for all emitters added to that group is set. Multiple groups can be created, but if efficiency is a high-priority then as few groups as possible should be created. The group takes care of uploading emitter data to the GPU for simulation and rendering, so the fewer chunks of data that get sent the better.
three.js webgl particle particles glsl shader speAll background images you want to sprite [must have an explicit width in their css class] (http://github.com/mwrock/RequestReduce/wiki/Can-I-make-changes-to-my-CSS-classes-to-optimize-RequestReduce-spriting%3F). Otherwise RequestReduce cannot guarantee that the background positions it injects will not cause adjacent sprites to bleed into a background image's view port. Also, RequestReduce will ignore repeating images so make sure to mark the image no-repeat if it is not a repeating image. ##Troubleshooting If RequestReduce does not appear to be doing anything, check out this [troubleshooting wiki] (https://github.com/mwrock/RequestReduce/wiki/RequestReduce-is-not-working.-I-don%27t-see-any-spriting-or-minification.-How-can-I-troubleshoot-this%3F) which provides several scenarios, options and debugging tips for figuring out why your content may not be being reduced. Also check the [list of wiki support pages] (https://github.com/mwrock/RequestReduce/wiki) which provides documentation addressing several topics to help you optimize RequestReduce and explain how RequestReduce works.
DX9 style HLSL in, GLSL / GLSL ES out. For an opposite tool (GLSL ES to HLSL translator), look at Google's ANGLE.
shaders glsl cross-compiler hlslAll shaders supports Fog, polygon cut-out & distortion amount. #Warning Like the original ps1 this shader use affine texture mapping, so if you apply a texture on a large quad you'll see it very distored. To avoid excessive distortion you have to add triangless to the mesh.
It is not intended as a full-blown beginner's guide, and assumes prior knowledge of WebGL and stackgl rendering. Although it is implemented with stackgl, the same concepts and shader code could be used in ThreeJS and other frameworks. If you have questions, comments or improvements, please post a new issue.
ecosystem:stackglNShader is an extension to Visual Studio 2008/2010/2012 that provides syntax highlighting for various shader languages including HLSL - GLSL - CG.
visual-studio hlsl addin glsl highlight shader syntaxA series of applications that show how to implement glsl shaders in OpenSceneGraph. The shaders include: Bump Map, Parallax Map, Ambient Occlusion, HDR, Depth of Field, etc.
ambient-occluson bump-map depth-of-field glsl graphics hdr openscenegraphGlslCanvas is JavaScript Library that helps you easily load GLSL Fragment and Vertex Shaders into an HTML canvas. I have used this in my Book of Shaders and glslEditor. That's all! glslCanvas will automatically load a WebGL context in that <canvas> element, compile the shader and animate it for you.
glsl shader sandbox fragment browserLive-coding console tool that renders GLSL Shaders. Every file you use (frag/vert shader, images and geometries) are watched for modification, so they can be updated on the fly. This was tested with Ubuntu 16.04.
shaders fragment-shader c-plus-plus opengl-es glsl vertex-shaders glslviewer raspberrypi osxA Processing/Java library for high performance GPU-Computing (GLSL).
glsl fluid-simulation cloth-simulation skylight processing-ide softbody-dynamics postprocessing opengl filters antialiasingThis is a repository that stores GLSL shader sketches I created while commuting every day. You can see GIFs of these sketches from my Tumblr. I'm using KodeLife shader editor and GPD Win handheld PC for sketching. In my opinion, this is the best combination of portable development. I created all these sketches while standing in a train.
shader glslGamma is a substrate for graphics software, such as games and data visualization tools. It presents a simple, composable language for representing GLSL shaders. Technically, Gamma is an EDSL that hosts GLSL within Clojurescript. It is inspired by Carlos Scheidegger's Lux and Conal Elliot's Vertigo and Pan. Gamma targets the WebGL subset of the OpenGL ES 1.0 Shading Language. Gamma can be used a la carte to compile shader source, without adopting Clojure/Clojurescript for your runtime application.
OpenGL Mathematics (GLM) is a header only C++ mathematics library for graphics software based on the OpenGL Shading Language (GLSL) specifications. GLM provides classes and functions designed and implemented with the same naming conventions and functionality than GLSL so that anyone who knows GLSL, can use GLM as well in C++.
opengl mathematics vector matrix quaternion simd cpp cpp-library header-onlyvim-flake8 is a Vim plugin that runs the currently open file through Flake8, a static syntax and style checker for Python source code. It supersedes both vim-pyflakes and vim-pep8.Flake8 is a wrapper around PyFlakes (static syntax checker), PEP8 (style checker) and Ned's MacCabe script (complexity checker).
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