Fast Portable Noise Library - C# C++ C Java HLSL GLSL JavaScript Rust Go - GitHub - Auburn/FastNoiseLite: Fast Portable Noise Library - C# C++ C Java HLSL GLSL JavaScript Rust Go
Shader dependencies are resolved using the same algorithm as node, so the above will load./node_modules/simplex/2d.glslfrom the shader's directory. The above example would result in the following output: #defineGLSLIFY1///Description : Array and textureless GLSL 2D simplex noise function.//Au...
GLSL转HLSL逆向分析之【函数展开】【二】 为了方便逆向还原HLSL的Shader语言,下面整理了所有HLSL函数对应的GLSL展开,也就是经过编译器编译后的GLSL代码。 abs 直接替换使用 acos float u_xlat0 = abs(in_POSITION0.x) * -0.0187292993 + 0.0742610022; u_xlat0 = u_xlat0 * abs(in_POSITION0.x) + -0.21211...
/* static.frag by Spatial 05 July 2013 */ #version 330 core uniform float time; out vec4 fragment; // A single iteration of Bob Jenkins' One-At-A-Time hashing algorithm. uint hash( uint x ) { x += ( x << 10u ); x ^= ( x >> 6u ); x += ( x << 3u ); x ^= (...
If the mode does not start with a Restore shader, it must start with a Upscale_Denoise or Denoise shader, as almost every video compression algorithm is lossy. All modes have to add upscale shaders until the entire shader pipeline upscales at least 4x. A reasonable assumption is the smallest...
noise_static_chroma.glsl noise_static_luma.glsl ravu_3x_r2.glsl ravu_3x_r2_rgb.glsl ravu_3x_r2_yuv.glsl ravu_3x_r3.glsl ravu_3x_r3_rgb.glsl ravu_3x_r3_yuv.glsl ravu_3x_r4.glsl ravu_3x_r4_rgb.glsl ravu_3x_r4_yuv.glsl ravu_lite_ar_r2.glsl ravu_lite_ar_r...
<ReactGlTransitionImage/> will grow to fill the dimensions of the wrapping div and draws the given image using a background-size: cover compatible algorithm. When progress >== 1, it actually returns a div with the image set as background and background-size set to cover, for performance ...
#pragmaglslify:noise=require(glsl-noise/simplex/2d)voidmain() {floatbrightness=noise(gl_FragCoord.xy);gl_FragColor=vec4(vec3(brightness),1.); } Shader dependencies are resolved using the same algorithm as node, so the above will load./node_modules/simplex/2d.glslfrom the shader's directory...
If the mode does not start with a Restore shader, it must start with a Upscale_Denoise or Denoise shader, as almost every video compression algorithm is lossy. All modes have to add upscale shaders until the entire shader pipeline upscales at least 4x. A reasonable assumption is the smallest...
#pragmaglslify:noise=require(glsl-noise/simplex/2d)voidmain() {floatbrightness=noise(gl_FragCoord.xy);gl_FragColor=vec4(vec3(brightness),1.); } Shader dependencies are resolved using the same algorithm as node, so the above will load./node_modules/simplex/2d.glslfrom the shader's directory...