Displaying 1 to 20 from 101 results

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.

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.

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.




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.

WPF Shader Effects Library


A library of shader effects for Windows Presentation Foundation SP1.

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.

ShaderPad - WPF ShaderEffects Workbench


ShaderPad is a application like XamlPad / LinqPad , it is meant to server as WPF ShaderEffects Workbench. The ShaderEffect is a PixelShader based Effect that an be applied to any UIElement in WPF. This feature is available only in .NET 3.5 SP1 .


Xaml + Shader ~> Xhader


Xaml is a markup language based on xml, which is used to create presentation layer in your Microsoft Application e.g. Silverlight Applications and WPF applications. There is a particular feature that is available for certain users which is to use the support to modify the rendere

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.

Studio Post Effect


Studio Post Effect is an application to create advanced visual effects and pixel shaders, for both designers and developpers. You can then compose even more complex and advanced effects by combining primitve effects the way you want. Written in C# and managed DirectX.

glslCanvas - Simple tool to load GLSL shaders on HTML Canvas using WebGL


GlslCanvas 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.

KinoBloom - Bloom effect for Unity


Bloom is an image effect for Unity that adds bloom/veiling glare effect to rendered frames. Unity 5.5 or later versions.

KinoMotion - Motion blur post-processing effect for Unity


Motion is a post-processing effect that simulates motion blur caused by object/camera movement. Rendering motion vector texture requires the RGHalf texture format. It's supported on most of the desktop/console platform, but rarely supported on the mobile devices.

Swarm - An example of use of compute shaders and procedural instancing.


Swarm is an experimental project that tries to find an interesting way of utilizing the procedural instancing feature that was newly introduced in Unity 5.6. There are two types of renderers in Swarm.

gl-shader-output - test a shader's gl_FragColor output on a 1x1 canvas


A helper module for unit testing shaders and comparing the result of gl_FragColor from a 1x1 WebGL canvas. See glsl-hsl2rgb for a practical example.You can use this with tools like smokestack for test-driven GLSL development.

glsl-fast-gaussian-blur - optimized single-pass blur shaders for GLSL


Optimized separable gaussian blurs for GLSL. This is adapted from Efficient Gaussian Blur with Linear Sampling.The function blurs in a single direction. For correct results, the texture should be using gl.LINEAR filtering.

glsl-hsv2rgb - Fast GLSL conversion from HSV color to RGB


Fast conversion from HSV color to RGB – published to npm for use with glslify, originally sourced from this post written by Sam Hocevar.All of the values should range between 0 and 1. Returns the calculated RGB value as a vec3.