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@munrocket
munrocket / wgsl_2d_sdf.md
Last active September 13, 2024 06:29
WGSL 2D SDF Primitives

WGSL 2D SDF Primitives

Revision: 06.08.2023, https://compute.toys/view/398

Circle - exact

fn sdCircle(p: vec2f, r: f32) -> f32 {
  return length(p) - r;
}
@mattdesl
mattdesl / about.md
Last active December 15, 2023 17:45
png + svg export with canvas-sketch and context 2D

PNG + SVG export from canvas-sketch

The helper function canvas-to-svg.js wraps a given render function (or renderer object) so that you can use Canvas2D context methods as usual, but upon single frame export (with Cmd/Ctrl + S) it will produce both a PNG and SVG file.

This uses canvas2svg which is not a perfect solution, as the Canvas2D API was never designed to be translated to SVG. Its best to stick with simple shape and path operations.

Full instructions: first install the canvas-sketch CLI if you haven't already:

npm install canvas-sketch-cli -g
@gurgeous
gurgeous / CGMath.swift
Last active April 13, 2021 15:52
missing operators for CGPoint, CGSize and CGRect
//
// MARK: CGPoint op point/size/float
//
func -(l: CGPoint, r: CGPoint) -> CGPoint { return CGPoint(x: l.x - r.x, y: l.y - r.y) }
func +(l: CGPoint, r: CGPoint) -> CGPoint { return CGPoint(x: l.x + r.x, y: l.y + r.y) }
func *(l: CGPoint, r: CGPoint) -> CGPoint { return CGPoint(x: l.x * r.x, y: l.y * r.y) }
func /(l: CGPoint, r: CGPoint) -> CGPoint { return CGPoint(x: l.x / r.x, y: l.y / r.y) }
func -(l: CGPoint, r: CGSize) -> CGPoint { return CGPoint(x: l.x - r.width, y: l.y - r.height) }
@patriciogonzalezvivo
patriciogonzalezvivo / GLSL-Noise.md
Last active November 14, 2024 23:06
GLSL Noise Algorithms

Please consider using http://lygia.xyz instead of copy/pasting this functions. It expand suport for voronoi, voronoise, fbm, noise, worley, noise, derivatives and much more, through simple file dependencies. Take a look to https://github.com/patriciogonzalezvivo/lygia/tree/main/generative

Generic 1,2,3 Noise

float rand(float n){return fract(sin(n) * 43758.5453123);}

float noise(float p){
	float fl = floor(p);
  float fc = fract(p);