Weâre getting things ready Loading your experience⦠This wonât take long.
AI & MLLearn about artificial intelligence and machine learning across the GitHub ecosystem and the wider industry. Generative AILearn how to build with generative AI. GitHub CopilotChange how you work with GitHub Copilot. LLMsEverything developers need to know about LLMs. Machine learningMachine learning tips, tricks, and best practices. How AI code generation worksExplore the capabilities and be
qiita.com GPUã§æãåããã人ã®ããã®GLSL Advent Calendar 2016ï¼25æ¥ç®ã®è¨äºã§ãï¼ ååã®è¨äºã§ç´¹ä»ããåã®å転ã¨ããæä½ãç¨ãã¦ãã©ã¯ã¿ã«ãæãã¦ã¿ã¾ãï¼ ã¾ãã¯ãã®ç»åã®ãããªï¼ã¤ã®åæ¿ã¨ãã®å転ãèãã¾ãï¼ããããã®åã®å転ã¯èªå以å¤ã®åæ¿ãèªåã®å å´ã«ç§»ãã¾ãï¼ãã£ã¦ï¼ããããã®åã®å å´ã«ã¯ï¼ã¤ã®åãç§»ããï¼ï¼ï¼åã®åãã§ãã¦ãã¾ãï¼æ¬¡ã«ï¼ã·ã§ãããã¼åã®åè»¢ãæ°ãã«ç¾ããå°åã«ãé©ç¨ãããã¨ãç¹°ãæ¿ããã¨ï¼ä»¥ä¸ã®ããã«åãå ¥ãåç¶ã«ç¶ãã¦ããã¾ãï¼ åãæ¥ããã¨ãã«ã¯ï¼ãã®ãããªç¾ããããã¯ã¬ã¹ä¸ã®æ§é ãè¦ããã¨ãã§ãã¾ãï¼ãããã®ååãã·ã§ãããã¼åã®è»é(Orbit)ï¼ååã®æ¥µéãæ¥µééåã¨å¼ã³ã¾ãï¼ ãã®å¦çã¯JavaScriptã§æ¸ãã¨ä»¥ä¸ã®ãããªæãã«ãªãã¾ãï¼ let orbits = []; orbits.push(schot
Lightweight App, Heavyweight Power KodeLife gives you 100% native real-time control over GPU power across multiple platforms, with one lightweight app. Shadertoy for your desktop and mobile. Cross-platform Support Take your ideas with you! Available now on macOS, Windows and various flavors of Linux - including Raspberry Pi - as well as iOS and Android. Real-time Live-Coding Code is checked, evalu
ããã«ã¡ã¯ãtomohiroã§ãã æ¦è¦ äºæ¬¡å ã®æ¨¡æ§ã®æç»æ¹æ³ã¨åº§æ¨å¤æã§æ¨¡æ§ã楽ããå¤å½¢ããæ¹æ³ãç´¹ä»ããã ãããã®æè¡ã¯20年以ä¸ãæããdemosceneã§ä½¿ããã¦ãããã®ã§ããã å®è£ ã«ã¯GLSLè¨èªã使ãã GLSLã§ã®2Dã¨ãã§ã¯ã OpenGLã§ã¯ç»é¢ã«ä¸è§å½¢ãã¬ã³ããªã³ã°ããã¨ãã«, ä¸è§å½¢å ã®åãã¯ã»ã«ã«å¯¾ãã¦ãã©ã°ã¡ã³ãã·ã§ã¼ããä¸åã¥ã¤å®è¡ãã¦ãã¯ã»ã«ã®è²ã決ããã (ãã®å¾ã«ç»åãå å·¥ããå¦ççãå ¥ããäºãããã®ã§ãå¿ ããããã©ã°ã¡ã³ãã·ã§ã¼ãã®å®è¡çµæã®è²ããã®ã¾ã¾ç»é¢ã«è¡¨ç¤ºãããã¨ã¯éããªãã) ãã©ã°ã¡ã³ãã·ã§ã¼ãã¯GPUã§å®è¡ãã, GLSLè¨èªã«ãã£ã¦èªç±ã«ããã°ã©ãã³ã°ããäºãã§ããã ä»åç´¹ä»ããææ³ã¯ç»é¢å ¨ä½ãè¦ãåè§å½¢ãæç»ããã¨ãã«å®è¡ããããã©ã°ã¡ã³ãã·ã§ã¼ãã¨ãã¦å®è£ ãããã ä»åã¯ãªãããã®å¤é¨ãã¼ã¿ãæ±ãæ¹æ³ã«ã¤ãã¦ã¯èª¬æããªãã®ã§,
ã¯ããã« æè¿ OpenGL ES 2.0 触ã£ã¦ãã¦ã·ã§ã¼ãã«èå³ãæã£ãã®ã§ãã£ã¦ã¿ã¾ããã åè 以ä¸ã®ãµã¤ãã§åå¼·ããã¦é ãã¾ããã GLSLã§ç°¡å2Dã¨ãã§ã¯ã « demoscene.jp ããã§ç´¹ä»ããã¦ãã GLSL Sandbox ã§ WebGL ãã¼ã¹ã§ãªã¢ã«ã¿ã¤ã ã«ã·ã§ã¼ãã®çµæã確ãããããã®ã§å©ç¨ããã¦é ãã¾ããã http://glsl.heroku.com/ çµæ http://glsl.heroku.com/e#7720.0 解説 解説ã¨ããã®ããããã¾ããã§ããâ¦ãè¦ã¯ gl_FragColor ã«ä¸ãã vec4 ãç¾å¨ã®ãã¯ã»ã«ä½ç½® gl_FragCoord ã uniform 夿°ã¨ãã¦ä¸ãããã¦ãã resolution ã time ãå©ç¨ããªããã´ãªã´ãªä½ãããã§ãã ããããªãããSandbox ã® gallery ããè²ã ãªãµã³ãã«ã³ã¼ãã
次ãªã Web ãè¦æ®ã㦠æ¥ããã¹ã WebGL2 ã®æä»£ã¸ 2011 å¹´ãæåã®ãã¼ã¸ã§ã³ã§ãã 1.0 ãå§åããã WebGL ã¯ãã¦ã§ããã©ã¦ã¶ä¸ã§ OpenGL ES ã«ç¸å½ããã°ã©ãã£ãã¯ã¹ API ã®æ©è½ãå©ç¨ãããã¨ãã§ãã JavaScript ã® API ã§ãã ãã㦠2016 å¹´ãWebGL ã®æ£å½ãªå¾ç¶ãã¼ã¸ã§ã³ã¨ãªã WebGL2 (ããã㯠WebGL 2.0) ãããããæ¬æ ¼çã«å©ç¨ã§ããæ®µéã«ãªãã¤ã¤ããã¾ãã å½ãµã¤ãã§ã¯ã2012 å¹´ã®éè¨ä»¥æ¥ãWebGL 1.0 系㮠API ãç¨ããããã®æè¡è§£èª¬ãæ²è¼ãã¦ãã¾ãããããã¦ä»å¾ã¯ãæä»£ã®å¤é·ã«åãã㦠WebGL 2.0 ç³»ã®è§£èª¬è¨äºãå ¬éãã¦ããæ¹éã§ãã WebGL 2.0 ãç»å ´ããã¨ã¯è¨ã£ã¦ãã徿¹äºæãä¿ã¤ã¨ããæå³ããã£ã¦ æå³çã«æå¹å ããªãéã㯠WebGL 1.0 ç¸å½ã® AP
glslViewer GlslViewer is a flexible console-base OpenGL Sandbox to display 2D/3D GLSL shaders without the need of an UI. You can definitely make your own UI or wrapper using the Python Module (include) or any other tool that communicates back/forth with glslViewer through the standard POSIX console In/Out or OSC. Joing #GlslViewer channel on shader.zone discord to learn how to use it, share work a
ã¾ãã¯ææ¦ãã¦ã¿ãã ã·ã§ã¼ããèªåã§ã³ã¼ãã£ã³ã°ãããªãã¦â¦â¦ ãã£ã¨ãé£ãããã§ããâ¦â¦ ã¨ããæãã®å¥¥æ§æ¹ããããªãã¨ã¯ãªããã§ããã³ããã¤ããã°æå¤ã¨æ¥½ããã¾ããå½é£è¼ã§ã¯ãã·ã§ã¼ãã¨ãããã®ã«å¯¾ãã¦æ±ããã¦ãã¾ããã¡ãªãæ¼ ç¶ã¨ãã é£ãããæ ãææãã¹ããç°¡åãªã·ã§ã¼ãã®è¨è¿°ã¨ãã®åºæ¬ã«ã¤ãã¦è§£èª¬ãããã¨æãã¾ãã æ³å®ããèªè å½é£è¼ã§ã¯ãã·ã§ã¼ãã£ã¦ãªããé£ãããâ¦â¦ã¨ããã·ã§ã¼ãããã°ã©ãã³ã°å§ãã¦ã¿ãããã©â¦â¦ã¨ãããªãã¨ãªãèå³ãæã£ã¦ããã©ã·ã§ã¼ããè¨è¿°ãããã¨ããªãæ¹ãèªè ã«æ³å®ãã¦ãã¾ãã ãã¨ãã° Unity ãªã©ã®ãã¼ã«ããããã¯ãã¤ã³ã¯ã©ããã®ãããªã²ã¼ã ãã¾ãã¯ã¢ããªã³ã°ã½ãããªã©ã§ãã·ã§ã¼ããèªåã§è¨è¿°ãããã¨ãã§ãããããªä¸ã®ä¸ã§ãããã£ã¨ã·ã§ã¼ãã«è§¦ããçµé¨ã¯ç¡é§ã«ã¯ãªããªãã§ãããã ããã«æ¥åã§æ´»ããã¨ãããããã壮大ãªè©±ã¯ãã¦ããã¦ã¾ãã¯æ°è»½
iPhone ã¢ããªã§ä½¿ããã¿ã³ç»åã 1 è²ã ãç¨æãã¦ã·ã¼ã³ã«åããã¦è²ãå¤ãã¦ä½¿ãããªããç¢å°ã¿ãããªåç´ãªç»åã 1 æç¨æããã ãã§ããããªããã¸ã§ã¯ãã§ã使ããããã¦ã¼ã¶ã¼ã«èæ¯è²ãé¸ãã§ããã£ã¦ããã«åããã¦ãã¿ã³ã®è²ã夿´ãããã§ãã¦ä¾¿å©ããã§ãã ããæã£ã¦èª¿ã¹ã¦ã¿ãã¨ãããCIFilter ã§ç»åãã¢ããã¼ã³ã«å¤æãã æ¹æ³ãè¦ã¤ããã¾ããã ãããã«ããã§ãè²ãå調åã§ããã®ã§ããã©ãå調åã§ä½¿ãè²ããã¼ã¹ã«ãã¦ãé»ã»ã©é»ã«ãç½ã»ã©ç½ã«ã表ç¾ããããããè²ãããã»ã©å ¨ä½çã«æå®ããè²ãããæãä»ä¸ããã¨ãããæ°ã«ãªãã¾ããã ç¹ã«ãé»ã¯é»ã¨ãã¦è¡¨ç¾ããããããåçã®å¤æã«ã¯ããã®ã§ããã©ããã¿ã³ã®ãããªç»åã«ã¯å°ãåæãæªãããã«æãã¾ãã æ¢åã®ãã£ã«ã¿ãåããªãã¨ãªãã¨ãèªåã§ç»åã調æ´ãããããªãããã§ããã©ãç¨æãããç»åã 1 ãã¯ã»ã«ãã¤å¦çãã¦èª¿æ´ããã«
ã·ã§ã¼ããã£ã¡ã楽ããã§ããï½ æè¿ã¯ã·ã§ã¼ãã®åå¼·ãã¡ã¤ã³ã«ãªã£ã¦ãã¾ããããã«ããã«ããã¦ãããªãã¨ãªãããã£ã½ããªã£ãã®ã§è¨äºã«ãã¦ã¿ã¾ããã ã¡ãªã¿ã«é©ç¨ããã¨ããâ å¦çã®æµã 大ã¾ããªå¦çã®æµãã¯ã é常ã®ãªãã¸ã§ã¯ããã¬ã³ããªã³ã° 2Passç®ã§ãæ³ç·æ¹åã«è¨ãã¾ãããªãã¸ã§ã¯ããè¦ç¹ãèæ ®ã«éæåº¦ãè¨ç® ã¨ããæãã§ããï¼2Passã£ã¦ããããä½¿ãæ¹ã§ãã£ã¦ããããªï¼ï¼ ã³ã¼ã ã¾ãã¯ã³ã¼ãã Shader "Custom/GlowShader" { Properties { _Color ("Object's Color", Color) = (0, 1, 0, 1) _GlowColor ("Glow's Color", Color) = (1, 0, 0, 0) _Strength ("Glow Strength", Range(5.0, 1.0)) = 2.0 }
LiveBeatsã§ãã¸ã¥ã¢ã«ã¨ãã§ã¯ããå¹¾ã¤ãä½ã£ã¦ã¿ãããã¦ãããã§ããããããã«JavaScriptã®Canvasä¸ã§ç»åã®ãã¯ã»ã«åä½ã®å¦çããã«ããã«ãããããã¦ããã¨ããã©ã¼ãã³ã¹ãå³ãããªã£ã¦ãã¾ãã ã¾ã ããå°ãã¯Canvasã ãã§ãé å¼µããããªãã¨æãã¤ã¤ããããã«é¢ãã¦ã¯ããé²ãã¹ãéã¯ã¯ã£ãããã¦ãã¦ããã§ããããWebGLã§ããããã£ã±ããã¨ã¯è¨ããGPUã®æ§è½ããã«ã«å¼ãåºãã«ã¯ã·ã§ã¼ãã¼ããã°ã©ã ãGLSLãªãè¨èªã§æ¸ãå¿ è¦ãããæãçµæ§ãªéå£ã«ãªã£ã¦ãã¾ããã¨ããäºã§ã¨ã£ã¤ããããTHREE.jsãããã使ã£ã¦åããããJavaScriptã§ã³ã³ããã¼ã«ããã ãã§ãä»ã¾ã§ã¨ã¯ä¸å³éã表ç¾ãã§ãããã§ãã... ããã§ãæºè¶³ã§ããªããªã£ãããã£ã¡ãGLSL SandboxãGLSLã§ããããæ¸ãã¦å³ãã¹ãã§ãããµã¤ãã§ããã¸ã¥ã¢ã©ã¤ã¶ã¼ç³»ã«ãã®ã¾ã¾ä½¿ããããªãµã³
Three.js ã«ã¯è±å¯ãªã·ã§ã¼ããä»å±ãã¦ãã¾ããããªãªã¸ãã«ã®ã·ã§ã¼ããæ¸ããã¨ãåºæ¥ã¾ããéçºæ®µéã§ã¯ä»å±ã®ã·ã§ã¼ãã使ãã®ããæè»½ã§ãããè¦ãç®ã追åããã«ã¯ã·ã§ã¼ãã«æãå ¥ããå¿ è¦ãåºã¦ãã¾ããã¨ãããã¨ã§ã Three.js ã§ã®ãªãªã¸ãã«ã·ã§ã¼ãã®æ¸ãæ¹ã調ã¹ã¦ã¿ã¾ããã ä»åã¯æ¬¡ã®ãµã¤ããåèã«ãã¾ããã SHAGERS-part2- ShaderMaterial THREE.ShaderMaterial ã使ãã¨ãªãªã¸ãã«ã·ã§ã¼ããæ¸ããã¨ãåºæ¥ã¾ããä¸è¨ã®ãµã¤ãã§ã¯ THREE.MeshShaderMaterial ã使ã£ã¦ãã¾ãããç¾ç¶ã¯å é¨çã«åããã®ã«ãªã£ã¦ãã¾ãã 26 è¡ç®ããã® initShaderMaterial() å ã§ ShaderMaterial ã使ãããã¨ã§ä½ã Mesh ã«é©ç¨ãã¦ãã¾ãã ShaderMaterial ã使ãã¦ããã¨ãã
WebGLã®è½åãå¼ãåºãããã°ã©ããã«ã·ã§ã¼ãã¼ Webãã¼ã¸ä¸ã§å©ç¨ã§ããã°ã©ãã£ãã¯æè¡ãç´¹ä»ããæ¬é£è¼ããã¤ãã«æçµåã¨ãªãã¾ããããã£ãã¼ã¬ã飾ã顿ã¯ãWebGLã®æãå¼·åãªæ©è½ã§ãããããã°ã©ããã«ã·ã§ã¼ãã¼ãã§ããååï¼å¤å½©ãªè¡¨ç¾åã®WebGLãæ±ãããããããThree.jsãï¼ã¨åæ§ã«Three.jsã®ä½¿ç¨ãåæã¨ãã¦ãããã°ã©ããã«ã·ã§ã¼ãã¼ã®åºæ¬çãªæ¸ãæ¹ã¨ãThree.jsãåæ©è½ã«çµã¿è¾¼ãæ¹æ³ã解説ãã¾ãã ååã¯Three.jsã®ä»£è¡¨çãªæ©è½ã解説ããããããWebGLã§ãªããã°å®ç¾ã®é£ãããã®ã°ããã§ãããããããå®ã¯ããã§ãWebGLã®è½åã®ããä¸é¨ã使ã£ã¦ããã«ããã¾ãããç¬èªã®ããã°ã©ããã«ã·ã§ã¼ãã¼ï¼ã«ã¹ã¿ã ã·ã§ã¼ãã¼ï¼ãæ¸ããã¨ãã§ããã°ãæç»å¦çã®å¤§é¨åãæè»ã«ã«ã¹ã¿ãã¤ãºã§ããæã¿éãã®è¡¨ç¾ãå¾ããã¾ããThree.jsã®ä½¿ãæ¹ã«æ £ãããããã²
ãªãªã¼ã¹ãé害æ å ±ãªã©ã®ãµã¼ãã¹ã®ãç¥ãã
ææ°ã®äººæ°ã¨ã³ããªã¼ã®é ä¿¡
å¦çãå®è¡ä¸ã§ã
j次ã®ããã¯ãã¼ã¯
kåã®ããã¯ãã¼ã¯
lãã¨ã§èªã
eã³ã¡ã³ãä¸è¦§ãéã
oãã¼ã¸ãéã
{{#tags}}- {{label}}
{{/tags}}