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 It is mostly for learning purposes as some of the libraries listed are wip/outdated/not maintained anymore.
Name | Stars | Last Commit | Description |
---|---|---|---|
three.js | ![GitHub |
/* | |
The MIT License (MIT) | |
Copyright (c) 2018 Eric Arnebäck | |
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 | |
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
copies of the Software, and to permit persons to whom the Software is |
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 It is mostly for learning purposes as some of the libraries listed are wip/outdated/not maintained anymore.
Name | Stars | Last Commit | Description |
---|---|---|---|
three.js | ![GitHub |
Some thoughts:
Task:
##A Modest Proposal##
As per version 1.0.13 of the Shader Editor Extension, it will look for #define SHADERNAME name
in both the vertex shader code and the fragment shader code.
If name
is defined for both shaders, and it's the same string, the name of the program is that string, e.g.: "Shadertoy".
If only one of the two is defined, the name of the program is "vs_name
/ fs_name
", e.g.: "Quad / Shadertoy"
using UnityEngine; | |
using System.Collections; | |
using UnityEditor; | |
using System.IO; | |
public class SDKSwap : EditorWindow { | |
static string _cardboardPath; | |
static string _OVRPath; |
A quick list of tools for building HTML/CSS/JS apps that work well offline. Ping me at @nolanlawson if I missed anything!
Tools for bundling your HTML/CSS/JS into a native app.