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@dmnsgn
dmnsgn / WebGL-WebGPU-frameworks-libraries.md
Last active May 4, 2024 12:46
A collection of WebGL and WebGPU frameworks and libraries

A non-exhaustive list of WebGL and WebGPU frameworks and libraries. It is mostly for learning purposes as some of the libraries listed are wip/outdated/not maintained anymore.

Engines and libraries ⚙️

Name Stars Last Commit Description
three.js ![GitHub
@cjddmut
cjddmut / EasingFunctions.cs
Last active May 3, 2024 13:31
Easing Functions for Unity3D
/*
* Created by C.J. Kimberlin
*
* The MIT License (MIT)
*
* Copyright (c) 2019
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
@patriciogonzalezvivo
patriciogonzalezvivo / GLSL-Noise.md
Last active May 3, 2024 08:26
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);
vec2 rotate(vec2 v, float a) {
float s = sin(a);
float c = cos(a);
mat2 m = mat2(c, s, -s, c);
return m * v;
}
anonymous
anonymous / gist:10675250
Created April 14, 2014 19:11
Motion Blur + Chromatic Aberration
// by dave @ beesandbombs.tumblr.com >:)
void setup() {
setup_();
result = new int[width*height][3];
result_ = new int[width*height][3];
}
int[][] result, result_;
float time;
@mattdesl
mattdesl / MeshCustomMaterial.js
Last active April 5, 2023 08:41
Custom mesh standard material with glslify + ThreeJS r83dev
const glslify = require('glslify');
const path = require('path');
// This is the original source, we will copy + paste it for our own GLSL
// const vertexShader = THREE.ShaderChunk.meshphysical_vert;
// const fragmentShader = THREE.ShaderChunk.meshphysical_frag;
// Our custom shaders
const fragmentShader = glslify(path.resolve(__dirname, 'standard.frag'));
const vertexShader = glslify(path.resolve(__dirname, 'standard.vert'));
@kylemcdonald
kylemcdonald / three.js.shader.html
Last active March 27, 2023 00:45
Minimal three.js shader example.
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
margin: 0px;
overflow: hidden;
}
@shospodarets
shospodarets / Chrome headless Puppeteer- capture DOM element screenshot using
Last active January 17, 2023 18:52
Chrome headless Puppeteer- capture DOM element screenshot using
const puppeteer = require('puppeteer');
(async () => {
const browser = await puppeteer.launch();
const page = await browser.newPage();
// Adjustments particular to this page to ensure we hit desktop breakpoint.
page.setViewport({width: 1000, height: 600, deviceScaleFactor: 1});
await page.goto('https://www.chromestatus.com/samples', {waitUntil: 'networkidle'});
@devxom
devxom / html.json
Last active December 24, 2022 01:01
https://gist.github.com/akella/9757676 snippets ported for vscode
{
"Block (with comment)": {
"prefix": "di",
"body": [
"<!-- begin ${1} -->",
"<div class=\"${1}\">",
"\t${2}",
"</div>",
"<!-- end ${1} -->"
]
@munrocket
munrocket / ios-web-testing.md
Last active October 23, 2022 19:30
Linux/Windows iOS testing

Console On Screen Universal Solution

const scrConsole = document.createElement('div');
scrConsole.id = 'screenConsole';
scrConsole.style.position = 'absolute';
scrConsole.style.zIndex = 9e9;
scrConsole.style.bottom = '5px';
scrConsole.style.left = '5px';
scrConsole.style.color = 'white'; 
scrConsole.style.fontSize = '.8em';