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The minimal case is:
```
precision highp float;
varying vec4 vColor;
void main() {
gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
}
```
using `shader_minifier.exe -o output.glsl --for…
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你好,我测试了一个https://www.shadertoy.com/view/ldSSzV 想看看这个库对shadertoy的兼容怎么样,发现不支持手势,而且感觉比较卡,也没看到怎么获取shadertoy在这个库中的一些属性,如:帧率,分辨率,当前播放帧数,
`
body {
margin: 0
}
/*
"Wet st…
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Now that kodi-21 is in the gentoo repo it would be good time see about getting plugins bumped as well.
Here is a task list with all plugins.
- [x] media-plugins/kodi-audiodecoder-modplug
- [x] …
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I think it would be really cool if we could some how upload shaders from other people in the community and view them as well. Would make this plugin even better.
Maybe need a website if its not po…
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An issue to list each binary addon that fail to build
Built successfully:
- [x] audiodecoder.2sf
- [x] audiodecoder.asap
- [x] audiodecoder.dumb
- [ ] audiodecoder.fluidsynth (linux only)
- …
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The best filtering for upscaling pixel-art is neither "nearest" nor "linear", but a combination of the two (i.e. most pixels use "nearest", but screen pixels situated at the border between virtual pix…
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the website converter didn't work for this shader(https://www.shadertoy.com/view/XdB3Dw) can you convert it?
error:'mosaic': no matching 1 parameter function
Compiling Vertex program
Platform defin…
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# General Issue
The game exhibits banding, most notably in the sky.
# Proposed solution
Dithering applied before output conversion to 8 bit inside the [`tonemapping.frag`](https://github.com/Try/…
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https://playcanv.as/p/wQgQBgkE/
primary equation is:
rho = A + B * cos (C * phi) * cos (D * theta)
-= spherical coordinates and animated values of A, B, C, and D. You can also think about add…
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Hello @ssloy ,
Thank you so much for this course! It has really got me interested in software rendering techniques. The content has a very nice balance between conceptual and practical. I've follow…