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The Book of Shaders is an interactive educational guide and curriculum for learning GLSL fragment shader programming to create procedural graphics and visual effects. It provides a structured learning path and a categorized reference guide for data types, built-in functions, and mathematical operations used in shader development. The project features a web-based shader sandbox and interactive editor that allows for real-time iteration and visualization of GLSL code. Users can experiment with procedural art and share their results via unique URLs. The curriculum covers a wide range of graphic
Lygia is a GLSL shader library providing a specialized suite of tools for color science, image filtering, noise generation, and implicit surface geometry. It serves as a collection of reusable functions for fragment shaders to handle color space conversion, image processing, and geometric rendering. The project is distinguished by its focus on cross-language shader management, allowing reusable functions to be synchronized across different shading languages to ensure consistent graphics behavior across multiple engines. It also implements a system for remote shader dependency resolution, fetc
This project is a creative software framework and procedural graphics toolset designed for building custom graphics, sound, and user interface software. It functions as a development environment that provides integrated project and dependency management for creating technical multimedia productions. The system serves as a historical source archive, preserving the code and assets used in technical creative productions from 2001 to 2011. It includes a media production bundler to package source code and assets into single executable distributions for end users. The framework covers a broad rang
ogl is a WebGL graphics library and 3D scene graph engine designed for rendering three-dimensional scenes. It provides a lightweight framework for managing geometries and coordinating spatial transformations within a hierarchical system. The project includes a PBR shader system for creating realistic materials and a GPGPU computation framework for performing large-scale general-purpose calculations and particle simulations on the graphics processor. It also features a post-processing suite for applying visual filters to rendered scenes via frame buffers. The library covers broader capabiliti
WebGL Noise is a library of shader routines designed for procedural graphics generation within the browser. It provides a collection of mathematical functions that allow developers to calculate noise patterns directly on the graphics processing unit, eliminating the need for external image assets or pre-computed data textures.
The main features of ashima/webgl-noise are: GPU Noise Generators, Procedural Texture Generators, Procedural Graphics Generation, Cellular Noise, Visual Effect Shaders, WebGL Rendering, GPU Parallelism Strategies.
Projects with overlapping indexed features include: patriciogonzalezvivo/thebookofshaders — The Book of Shaders is an interactive educational guide and curriculum for learning GLSL fragment shader programming… patriciogonzalezvivo/lygia — Lygia is a GLSL shader library providing a specialized suite of tools for color science, image filtering, noise… farbrausch/fr_public — This project is a creative software framework and procedural graphics toolset designed for building custom graphics,… oframe/ogl — ogl is a WebGL graphics library and 3D scene graph engine designed for rendering three-dimensional scenes. It provides… photonstorm/phaser — Phaser is a cross-platform 2D web game engine and framework designed for creating interactive experiences that run on… dataarts/webgl-globe — webgl-globe is a WebGL globe visualization library and geospatial renderer used to display latitude and longitude…