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QUESTION
I've been trying to import some nice shadertoy code that I want to use in p5.js.
https://www.shadertoy.com/view/wtGyRz here's the shadertoy code if anyone wants to look at it.
I believe that I've changed everything to the correct format for WEBGL but it keeps on getting a compile error and I'm not entirely sure why. I'm relatively new to WEBGL and using shaders so help would be greatly appreciated.
So here is my super simple js code:
...ANSWER
Answered 2021-Jan-15 at 04:35The issue is the shadertoy shader is a GLSL ES 3.0 shader for WebGL2 but p5.js only supports GLSL ES 1.0 and WebGL1
The incompatibilities include the \
at the end of a couple of lines which is what generated this error
glShaderSource: Shader source contains invalid characters
That took a while to find. Firefox gave a better error
WebGL warning: shaderSource:
source
contains illegal character 0x5c.
Remove the \
characters and you'll start getting more relevant errors like
Darn! An error occurred compiling the fragment shader:
ERROR: 0:33: '%' : integer modulus operator supported in GLSL ES 3.00 and above only
ERROR: 0:37: '0.05f' : Floating-point suffix unsupported prior to GLSL ES 3.00
ERROR: 0:37: '0.05f' : syntax error
Remove the f
suffixes and more version related issue appear
An error occurred compiling the fragment shader:
ERROR: 0:33: '%' : integer modulus operator supported in GLSL ES 3.00 and above only
ERROR: 0:39: '[]' : array constructor supported in GLSL ES 3.00 and above only
ERROR: 0:39: '[]' : first-class arrays (array initializer) supported in GLSL ES 3.00 and above only
ERROR: 0:39: '=' : Invalid operation for arrays
ERROR: 0:39: '=' : cannot convert from 'const array[10] of 3-component vector of float' to 'mediump array[10] of 3-component vector of float'
ERROR: 0:56: 'GetColor' : no matching overloaded function found
ERROR: 0:56: '=' : dimension mismatch
ERROR: 0:56: '=' : cannot convert from 'const mediump float' to 'mediump 3-component vector of float
QUESTION
Im trying to understand how to implement multiple buffers in three.js by porting a shader from shadertoy with help of this thread. https://discourse.threejs.org/t/help-porting-shadertoy-to-threejs/
I tried to rewrite it for js but it doesnt compile. Here is the code: https://codepen.io/haangglide/pen/BaKXmLX
It is based on this one: https://www.shadertoy.com/view/4sG3WV
My understanding of using buffers is:
- create a bufferscene
bufferAscene = new THREE.Scene();
- create a texture
ANSWER
Answered 2020-Oct-04 at 11:13Here is a live example that ported the original TS code to JavaScript.
QUESTION
After upgrading the Selenium NuGet packages in our solution to version 3.141.0 (both Selenium.WebDriver and Selenium.Support), the IHasInputDevices interface now has a warning:
'IHasInputDevices' is obsolete. 'Use the Actions or ActionsBuilder class to simulate mouse and keyboard input.'
I created a utility class called LazyWebDriver
, which implements the IWebDriver
, IHasInputDevices
and IActionExecutor
interfaces. The LazyWebDriver
class delays the instantiation of ChromeDriver
until a member of IWebDriver
gets accessed. This allows us to pass an IWebDriver object around and delay the appearance of the browser window, in case a test fails during the setup phase.
Code for the LazyWebDriver class:
...ANSWER
Answered 2020-Jul-30 at 12:59At least in 3.14 you can not eliminate the IHasInputDevices interface
Refer this selenium-3.141.59/dotnet/src/webdriver/Interactions/Actions.cs#L68 Its checking for IHasInputDevices . Even RemoteWebdriver in 3.14 implements IHasInputDevices so your LazyWebDriver must implement it .
QUESTION
I am trying to fade between several different types of shaders from shadertoy by importing them to p5.js and am trying to figure out the best way to do that? I am trying to figure out if I can somehow just use the tint()
function to adjust the opacity of the shader after I load them in and loop through them, but don't exactly know if that's possible. Here's what I have so far, any help would be greatly appreciated.
Here is the full link to my project at https://glitch.com/~outgoing-island-enthusiasm
...ANSWER
Answered 2020-Jun-18 at 08:32Edit:
The glitch.com sketch linked below now smoothly transitions between three shaders. There are always 2 active shaders (called foregroundShader
and backgroundShader
). Every changeEvery
frames, the current foregroundShader
becomes the new backgroundShader
and a new shader is chosen for the foregroundShader
. The backgroundShader
always has alpha of 1.0
(not transparent), whereas the alpha value of the foreground shader linearly increases from 0.0
to 1.0
during the course of one "episode", using the p5.js map()
function as follows:
QUESTION
I'm looking for a way to switch between multiple shaders that are shaders from shadertoy.com I have been using these instructions on how to port shadertoys with p5.js and have been successful with using sublime with it or a website called glitch.com
My question is, how can I loop through displaying one shader to the next shader? Here is the javascript file that I have so far. I know I'll need to make a loop with the function draw and call on the two different shaders I preloaded, but am having some trouble with syntax since I am very new to coding. Any help would be appreciated!
...ANSWER
Answered 2020-Jun-13 at 03:29Instead of using theShader1
in draw. Use theShader
and then based on something (a timer, a count, the user clicking something) set theShader
to either theShader1
or theShader2
QUESTION
I came across this implementation of Lattice Boltzmann fluid solver from this blog which goes over its implementation. I decided I wanted to translate this to ShaderToy with webgl. Instead of computing each step necessary for equilibrium, the limitations of shader toy force me to use multiple texture frames.
My algorithm is basically like this:
Calculate bulk velocity and density for each cell in texture A from textures B, C, and D which hold the 9 direction components (NW,N,NE,W in each vec4 in B, E,SW,S,SE in each vec4 in C, center in each vec4 in D).
After these components are calculated, recalculate stream/advection for each necessary cell for each texture frame, B,C,D, and take the density and velocity components from A to compute the equilibrium.
set the final values for each direction to
new_direction - (new_direction - new_direction_equilibrium), ie
(north_west - (north_west - north_west_eq))`. This isn't any different from the reference code.
Additionally I wrap coordinates around, so there are no boundary conditions in order to avoid dealing with boundary logic, and the user clicks to cause disturbances in the lattice, which sets the "not moving" direction value to a number.
In my code however, I end up getting lots of NaNs (colored here in white, red represents the density) and I'm not sure why. I put safe guards in locations in my code to avoid zero densities causing issues, but that didn't seem to do anything.
You can test this out on shadertoy, but my code is as follows:
...ANSWER
Answered 2019-Aug-30 at 05:52Clamping the return value from calc_equilibrium
should avoid the white NaN blooms.
return clamp(weight * density * sum, -1000.0, 1000.0);
Preventing the red/black noise blooms does not appear to be so simple. For every frame that occurs while the mouse button is held down, a lot of energy is being added to the system, and at some point it is bound to boil over.
QUESTION
I've been trying to port a shader from ShaderToy to regular WebGL, and hit a bit of a wall. I managed to make multipass shaders work, but not the ones that has themselves as an input channel. I made a test example here:https://www.shadertoy.com/view/WsfSzj. The shader has two passes, which both have Buffer A as input. As I understand it when a buffer has itself as an input it uses the output from itself from the previous timestep.
So what I tried was making two rendertargets with the structure:
...ANSWER
Answered 2019-Mar-04 at 05:16The issue is you need to use FLOAT
or maybe HALF_FLOAT
textures with your framebuffers.
Note that being able to render to a FLOAT
or HALF_FLOAT
are optional features of WebGL2 so you have to check for and enable either EXT_color_buffer_float
or EXT_color_buffer_half_float
.
Filtering FLOAT
and HALF_FLOAT
textures is also an optional feature. I have no idea if Shadertoy uses NEAREST
or LINEAR
. I set things to NEAREST
below. If you want to use LINEAR
you'll need to also check for and enable either OES_texture_float_linear
or OES_texture_half_float_linear
If you're curious how I figured it out...
First I verified the second pass is working by adding
QUESTION
I am having trouble porting some code I have successfully implemented in Shadertoy to desktop OpenGL, the problem is that I need to create a FrameBufferObject FBO so that I can do offscreen computations that will be later passed on to the main glsl fragment shader, the thing is that this buffer needs to reference itself as a texture to get the previous values for it to be able to run a simulation.
I have successfully created the FBO:
...ANSWER
Answered 2018-Oct-11 at 04:54But I am not able to render the buffer to itself as a texture, I understand that it outputs undefined behaviour and that I should be using a technique as Ping-Pong.
Can somebody point me in the right direction?
You have to create 2 framebuffer objects, as you did it with the one in your question: frameBufferOne
and frameBufferTwo
.
Each fo this 2 framebuffer objects has to have a texture object attached: textureColourBufferOne
and textureColourBufferTwo
.
In the main loop of your program you have to know if the number of the frame is even or odd.
If the number is even then you have to render to textureColourBufferOne
and the input to the render pass is textureColourBufferTwo
.
It the number is odd then you have to render to textureColourBufferTwo
and the input to the render pass is textureColourBufferOne
.
The result of the rendering is always stored int the texture which belongs to the framebuffer of the current frame:
QUESTION
I'm just getting started with shaders and am having trouble drawing a circle based on the cursor position without it appearing as an ellipses.
I'm using the following fragment shader (via Shadertoy):
...ANSWER
Answered 2018-Oct-04 at 07:02You have tor respect the aspect ratio on the vector of the fragment point to the center point of the circle:
QUESTION
C#, FierFox, Selenium v3.8 My purpose is movement cursor emulation in browser, using IMouse.MouseMove. Google searching gives me something like that, but I always receive System.NullReferenceException.How I should to use IMouse interface?
Simple console app:
...ANSWER
Answered 2018-Jan-26 at 02:41The short answer is that you don't do that in the .NET bindings. The IKeyboard
and IMouse
interfaces aren't intended to be used by users' code. This is despite the fact that they're public, and do have documentation. What you're running into is that those interfaces will not work for drivers that implement the W3C WebDriver specification. At the moment, that list is Firefox and IE (when using version 3.5 or later of the IE driver), but that list is going to grow to include Chrome and Edge soon, and eventually Safari too. The appropriate way to simulate mouse movement with the .NET bindings is through using the Actions
class.
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