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@Erkaman
Erkaman / taa.frag
Last active April 25, 2023 02:32
rudimentary temporal anti-aliasing solution, that is good as a starting point for more advanced TAA techniques.
/*
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
@aparrish
aparrish / understanding-word-vectors.ipynb
Last active April 29, 2024 17:57
Understanding word vectors: A tutorial for "Reading and Writing Electronic Text," a class I teach at ITP. (Python 2.7) Code examples released under CC0 https://creativecommons.org/choose/zero/, other text released under CC BY 4.0 https://creativecommons.org/licenses/by/4.0/
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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 It is mostly for learning purposes as some of the libraries listed are wip/outdated/not maintained anymore.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
@zz85
zz85 / README.md
Last active February 6, 2016 14:40
Drawing / Painting as Many Rects as Possible (Still WIP, feel free to comments or contribute!)

Moved here

Fastest Rectangles

Some thoughts:

  • How many ways can you draw rectangles in a browser (eg. dom, css, 2d canvas, svg, webgl)
  • How is the fastest (most number of) rectangles can you draw with each approach?

Task:

  • Paint random rectangles for 5 seconds, find out how fast each approach takes.
@spite
spite / gist:7ae92212b4f28076ba29
Last active August 29, 2015 14:23
A Modest Proposal: Standard for naming shaders and programs

##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". common-name

If only one of the two is defined, the name of the program is "vs_name / fs_name", e.g.: "Quad / Shadertoy" mixed-name

@flarb
flarb / SDKSwap.cs
Created May 23, 2015 18:50
Swap between Unity3D Google Cardboard and Gear VR / OVR Mobile SDKs. It swaps out the Android manifest files when you switch platforms--pretty much all you need (aside from wrapping the APIs) to switch platforms.
using UnityEngine;
using System.Collections;
using UnityEditor;
using System.IO;
public class SDKSwap : EditorWindow {
static string _cardboardPath;
static string _OVRPath;
@nolanlawson
nolanlawson / offline-first-tools.md
Last active March 16, 2024 15:46
List of offline-first tools for web developers

Offline-first tools for web developers

A quick list of tools for building HTML/CSS/JS apps that work well offline. Ping me at @nolanlawson if I missed anything!

Hybrid app development

Tools for bundling your HTML/CSS/JS into a native app.