Displaying 1 to 20 from 113 results

gl-react - [gl-react v3 alpha] – a React library to write and compose WebGL shaders


This repository hosts gl-react v3. For gl-react v2, please see ProjectSeptemberInc/gl-react. gre/gl-react repository is a complete rewrite of ProjectSeptemberInc/gl-react library (gl-react v2). It plans to be the gl-react v3. We keep both repository at same time because (1) this work is not yet finished and (2) this repository is now a "multi libraries" repository (it's just easier to maintain that way).

glsl-optimizer - GLSL optimizer based on Mesa's GLSL compiler


A 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.

glslViewer - Live GLSL coding render for MacOS and Linux


Live-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.




THREE.MeshLine - Mesh replacement for THREE.Line


First, create the list of vertices that will define the line. MeshLine accepts THREE.Geometry (looking up the .vertices in it) and Array/Float32Array. THREE.BufferGeometry coming soon, and may be others like Array of THREE.Vector3. Once you have that, you can create a new MeshLine, and call .setGeometry() passing the vertices.

Wagner - Effects composer for three.js


Please use it only for review and test purposes. Don't hesitate to add issues or open a conversation about design decisions. Most of the shaders are from https://github.com/evanw/glfx.js. Others are from different sources and forums, papers, or my own.

shaderc - A collection of tools, libraries and tests for shader compilation.


Shaderc has maintained backward compatibility for quite some time, and we don't anticipate any breaking changes. Ongoing enhancements are described in the CHANGES file.For licensing terms, please see the LICENSE file. If interested in contributing to this project, please see CONTRIBUTING.md.

ShaderParticleEngine - A GLSL-heavy particle engine for THREE


The 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.


glslEditor - Simple WebGL Fragment Shader Editor


Friendly GLSL Shader editor based on Codemirror compatible with glslViewer (C++/OpenGL ES) and glslCanvas (JS/WebGL). Was originaly develop to work as a embebed editor for The Book of Shaders. But now have grown as a stand alone Web app. Thanks to their compatibility with other apps of this ecosystems like glslViewer that runs in the RaspberryPi directly from console, GlslEditor interact with other projects like OpenFrame.io allowing the user to export the shaders to frames with only one button.

polygon-shredder - The polygon shredder that takes many cubes and turns them into confetti


The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

ShaderEditorExtension - Google Chrome DevTools extension to live edit WebGL GLSL shaders


Alternatively, you can pack the extension yourself and load by dropping the .crx file in the Extensions page.

regl-cnn - Digit recognition with Convolutional Neural Networks in WebGL


GPU accelerated handwritten digit recognition with regl. Note that this network will probably be slower than the corresponding network implemented on the CPU. This is because of the overhead associated with transferring data to and from the GPU. But in the future we will attempt implementing more complex networks in the browser, such as Neural Style, and then we think that we will see a significant speedup compared to the CPU.

vulkan_minimal_compute - Minimal Example of Using Vulkan for Compute Operations. Only ~400LOC.


This is a simple demo that demonstrates how to use Vulkan for compute operations only. In other words, this demo does nothing related to graphics, and only uses Vulkan to execute some computation on the GPU. For this demo, Vulkan is used to render the Mandelbrot set on the GPU. The demo is very simple, and is only ~400LOC. The code is heavily commented, so it should be useful for people interested in learning Vulkan. The application launches a compute shader that renders the mandelbrot set, by rendering it into a storage buffer. The storage buffer is then read from the GPU, and saved as .png. Check the source code comments for further info.

ShaderSketches - KodeLife shader sketches I wrote while commuting


This 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.

hlsl2glslfork - HLSL to GLSL language translator based on ATI's HLSL2GLSL. Used in Unity.


DX9 style HLSL in, GLSL / GLSL ES out. For an opposite tool (GLSL ES to HLSL translator), look at Google's ANGLE.

Voodoo Shader Framework


Voodoo Shader is a comprehensive graphics framework for powering shaders in multiple programs, during development or after release. Voodoo uses plugins and a shared core to support many games and other applications and is compatible with Direct3D and OpenGL.

NShader - HLSL - GLSL - CG - Shader Syntax Highlighter AddIn for Visual Studio


NShader is an extension to Visual Studio 2008/2010/2012 that provides syntax highlighting for various shader languages including HLSL - GLSL - CG.

OpenSceneGraph glsl samples


A 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.

The Dream Is Over


Nothing is free in this world. Learn it like I did.