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@Forenard
Forenard / TruchetTiling.glsl
Created August 11, 2023 13:59
TruchetTiling.glsl
#version 300 es
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
out vec4 outColor;
@RenaudRohlinger
RenaudRohlinger / GsapTicker.jsx
Created September 8, 2022 06:15
Synchronize gsap and r3f raf loop
import React, { useEffect } from 'react'
import gsap from 'gsap'
import { useFrame } from '@react-three/fiber'
// sync gsap raf to r3f raf
gsap.ticker.remove(gsap.updateRoot)
export const GsapTicker = () => {
const pg = React.useRef(0)
gsap.ticker.remove(gsap.updateRoot)
@0beqz
0beqz / BoxProjectedEnvMapHelper.js
Last active September 21, 2024 05:34
Updated code to box-project env-maps in three.js (r137) - credits go to codercat (https://codercat.tk) for the box-projecting code
import * as THREE from "three"
// credits for the box-projecting shader code go to codercat (https://codercat.tk)
const worldposReplace = /* glsl */`
#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )
vec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );
#ifdef BOX_PROJECTED_ENV_MAP
vWorldPosition = worldPosition.xyz;
@martinlaxenaire
martinlaxenaire / checkPerf.js
Last active February 7, 2024 10:37
A little function that performs a CPU performance check, based on a similar piece of code orriginally made by Baptise Briel
checkPerf() {
// performance test based on cpu performance
// higher score means worse performance
// based on Baptiste Briel's work: http://awams.bbriel.me/27
let perf = 0;
const start = (performance || Date).now();
let array = [];
for(let i = 0; i < 20000; i++) {
array = Math.pow(Math.sin(Math.random()), 2);
// Only export the things that are actually needed, cut out everything else
export { WebGLRenderer } from 'three/src/renderers/WebGLRenderer.js'
export { ShaderLib } from 'three/src/renderers/shaders/ShaderLib.js'
export { UniformsLib } from 'three/src/renderers/shaders/UniformsLib.js'
export { UniformsUtils } from 'three/src/renderers/shaders/UniformsUtils.js'
export { ShaderChunk } from 'three/src/renderers/shaders/ShaderChunk.js'
export { Scene } from 'three/src/scenes/Scene.js'
export { Mesh } from 'three/src/objects/Mesh.js'
export { LineSegments } from 'three/src/objects/LineSegments.js'
@teoyoung
teoyoung / must-see
Last active September 30, 2024 09:00
WebGl courses + tutorials
---------------------------------------
1. Great GLSL course
https://thebookofshaders.com/
https://thebookofshaders.com/?lan=ru (russian language)
2. WebGl basics
https://webglfundamentals.org
https://webglfundamentals.org/webgl/lessons/ru (russian language)
@companje
companje / map.glsl
Created January 23, 2018 22:46
map() function for GLSL known from Processing & openFrameworks
float map(float value, float min1, float max1, float min2, float max2) {
return min2 + (value - min1) * (max2 - min2) / (max1 - min1);
}
vec2 rotate(vec2 v, float a) {
float s = sin(a);
float c = cos(a);
mat2 m = mat2(c, -s, s, c);
return m * v;
}
@ayamflow
ayamflow / gist:96a1f554c3f88eef2f9d0024fc42940f
Last active May 15, 2024 12:37
Threejs Fit plane to screen
var cameraZ = camera.position.z;
var planeZ = 5;
var distance = cameraZ - planeZ;
var aspect = viewWidth / viewHeight;
var vFov = camera.fov * Math.PI / 180;
var planeHeightAtDistance = 2 * Math.tan(vFov / 2) * distance;
var planeWidthAtDistance = planeHeightAtDistance * aspect;
// or
@Hebali
Hebali / GlslSobel.frag
Created January 12, 2017 17:25
GLSL Fragment Shader: Sobel Edge Detection
// Sobel Edge Detection Filter
// GLSL Fragment Shader
// Implementation by Patrick Hebron
uniform sampler2D texture;
uniform float width;
uniform float height;
void make_kernel(inout vec4 n[9], sampler2D tex, vec2 coord)
{