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A JavaScript library for creating real-time 2D and 3D shaders. JS -> Shader. https://shaderpark.com/ https://twitter.com/shaderpark

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this should be pretty straightforward following unity example. big question is, how will the library be used without threejs? An issue is that this would make all existing sculptures look...

there is old code in the glsl lib which could be a guide. trick is just to get the coordinate system right

Hello I try to repeat assemblies with a overlaping space, using the ```repeat``` function [in this example](https://shaderpark.com/sculpture/-N5Ea0Pyb_s5SauCQRk2). But the ovelapping parts of space is not rendered. Any idea to solve...

Example from : https://shaderpark.com/sculpture/-Mvy3JkN9C4zqhXfQBr8 Add a cheap hash function

Add backward compatibility with Macros to allow targets to pick WebGL1 and WebGL2 in targets. This will allow us to make a P5.js target

type check vector types too, not just floats

1.0-base

could be created from .../new/advanced or .../new/volumetric

this would be something invoked at their build time, precompiling js->glsl and only including minimal webgl code. This will mean no library is pulled in at runtime, no source conversion...

Remove need to use eval in base library, and use and special magic to have functions in scope. No scope collisions or magic, external data can easily be brought in...