uniforms | A React library for building forms from any schema | Form library
kandi X-RAY | uniforms Summary
kandi X-RAY | uniforms Summary
A React library for building forms from any schema.
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of uniforms
uniforms Key Features
uniforms Examples and Code Snippets
pintarjs._renderer.setShader(shader);
pintarjs._renderer.setShader(null);
class MyShader extends PintarJS.ShaderBase
{
/**
* Return vertex shader code.
*/
get vertexShaderCode()
{
return "";
}
/**
* R
var extract = require('gl-shader-extract')
var fragSource = 'void main()'
var vertSource = `
attribute vec4 position;
uniform mat4 projection;
void main() {
gl_Position = projection * position;
}
`
//compile the source into a WebGLProg
rectangle.material = new Cesium.Material({
fabric : {
type : 'Wood',
uniforms : {
lightWoodColor : new Cesium.Color(0.7, 0.4, 0.1, 1.0),
darkWoodColor : new Cesium.Color(0.3, 0.1, 0.0, 1.0),
ringFrequency : 4.0,
nois
body {
overflow: hidden;
margin: 0;
}
#info {
position: absolute;
top: 10px;
width: 100%;
text-align: center;
z-index: 100;
display: block;
color: white;
font-family: 'Courier New', monospace;
s
}
#lil-gui {
left:
body{
overflow: hidden;
margin: 0;
}
#selections {
width: 100px;
display: flex;
flex-direction: column;
}
button.selected{
color: #00ff32;
background: blue;
}
body{
overflow: hidden;
margin: 0;
}
precision highp float;
uniform sampler2D aValues;
uniform vec2 aDimensions; // the size of the aValues texture in pixels (texels)
uniform sampler2D bValues;
uniform vec2 bDimensions; // the size of the bValues texture in pixel
uniforms.iResolution.value.set(canvas.width, canvas.height, 1);
const fragmentShader = `
#include
uniform vec3 iResolution;
uniform float iTime;
float ltime;
float noise(vec2 p)
{
return sin(p.x*10.
function main() {
const gl = document.querySelector('canvas').getContext('webgl2');
if (!gl) {
return alert('need webgl2');
}
const vs1 = `#version 300 es
void main () {
gl_Position = vec4(0, 0, 0, 1);
gl_Po
Community Discussions
Trending Discussions on uniforms
QUESTION
RenderTarget as new texture part 2: If I give a plane a shader and transfer a texture to it and the render works as it should. I then see a plane with the texture that was passed to the shader, wonderful 👍
But if I try to output this result as a new texture via a renderTarget, I get a black and white texture 🙄
who knows why?
...ANSWER
Answered 2022-Mar-23 at 11:41The problem is that you have to wait until your texture is actually loaded before rendering to the render target. I've updated your code so it used the async/await syntax in order to solve the issue. Especially have a look how generateTexture()
has been changed.
QUESTION
I am playing with React Fiber and React Drei but i do not want to use Typescript like in the examples i have found in their git
I have converted the following example Stars.tsx with typescriptlang tool
This is the output
...ANSWER
Answered 2022-Mar-06 at 18:30Import the named Stars
, like:
QUESTION
the title make it looks easy but I'm struggling to get this pie chart shader on my 3d model. For this I'm using three js. here is my code till now:
index.html:
...ANSWER
Answered 2022-Feb-28 at 22:16QUESTION
I have a group of related variables in a struct, each struct member is of basic type. I declared a uniform of that struct type, and want to use foo.a
, foo.b
, etc in my shader.
ANSWER
Answered 2022-Jan-14 at 05:50For structures the uniform locations are sequential and ascending. See 4.4.3. Uniform Variable Layout Qualifiers:
Locations can be assigned to default-block uniform arrays and structures. The first inner-most scalar, vector or matrix member or element takes the specified location and the compiler assigns the next inner-most member or element the next incremental location value.
QUESTION
I'm using the technique described here (code, demo) for using video frames as WebGL textures, and the simple scene (just showing the image in 2D, rather than a 3D rotating cube) from here.
The goal is a Tampermonkey userscript (with WebGL shaders, i.e. video effects) for YouTube.
The canvas is filled grey due to gl.clearColor(0.5,0.5,0.5,1)
. But the next lines of code, which should draw the frame from the video, have no visible effect. What part might be wrong? There are no errors.
I tried to shorten the code before posting, but apparently even simple WebGL scenes require a lot of boilerplate code.
...ANSWER
Answered 2022-Jan-08 at 15:24Edit: As it has been pointed out, first two sections of this answer are completely wrong.
TLDR: This might not be feasible without a backend server first fetching the video data.
If you check the MDN tutorial you followed, the video object passed to texImage2D
is actually an MP4 video. However, in your script, the video object you have access to (document.getElementsByTagName("video")[0]
) is just a DOM object. You don't have the actual video data. And it is not easy to get access to that for YouTube. The YouTube player do not fetch the video data in one shot, rather the YouTube streaming server makes sure to stream chunks of the video. I am not absolutely sure on this, but I think it'll be very difficult to work around this if your goal is to have a real time video effects.
I found some discussion on this (link1, link2) which might help.
That being said, there are some issues in your code from WebGL perspective. Ideally the code you have should be showing a blue rectangle as that is the texture data you are creating, instead of the initial glClearColor
color. And after the video starts to play, it should switch to the video texture (which will show as black due to the issue I have explained above).
I think it is due to the way you had setup your position data and doing clip space calculation in the shader. That can be skipped to directly send normalized device coordinate position data. Here is the updated code, with some cleaning up to make it shorter, which behaves as expected:
QUESTION
I have created a particle emitter class with WebGL/JS and it works fine with one instanciation. The problem is when I try to create 2 instances of this object. I get an error message from the GPU : WebGL: INVALID_OPERATION: uniform1f: location not for current program
So, I know that it is a problem with the shader program link : One program per uniform location. But after many searches on the subject, I can't get a solution. I'm not enough familiar with the concept of uniform location and attributes buffer to understand the bug.
Here is the code of my class. The two instanciation are at the beginning of the code. https://codepen.io/stephanemill/pen/KKXQJqG
What you are seeing :
- the first emitter starts
- after 500ms, the second emitter starts, and then,
-
- stop the execution of the first emitter,
-
- throw the error message
ANSWER
Answered 2021-Dec-30 at 18:11You're (unnecessarily) creating two shader programs, one with each instantiation but you only call useProgram
in your initProgram
method, however calling useProgram
sets a global state on the rendering context (which in both instances is the same as it's requested from the same canvas) causing the program to remain bound until changed. Thus when you render with your first emitter it tries to render with the shader program of the second emitter (once that one's created). You need to select the program you want to render with every time you're rendering, so call useProgram
in your render
method.
QUESTION
I'm trying to use a code I found here to create a gradient shader on a cube, based on coordinates. But the position in my vertex shader doesn't seem to vary. It goes from 0 to 1 without any steps in between:
What am I doing wrong? https://codesandbox.io/s/modest-silence-xzg1c?file=/src/App.js
Here is my fragment and vertex shader:
...ANSWER
Answered 2021-Dec-10 at 18:34This is how you can interpolate colors, using Y-coord of vertices:
QUESTION
I need to pass multiple filled values to a hidden form field using javascript/jquery. The fields must have a value or don't pass. I can pass the regular text fields with no problem but the checkbox and radio fields always seem to get me. Javascript is not my expertise so I'm willing to learn. Thanks in advance.
The values we are wanting to capture are:
- Questions/comments
- Product Interests (this can be multiple values)
- Industry
- Number of Employees
- Multiple Locations if "true".
Each item will be separated by a pipe character.
...ANSWER
Answered 2021-Dec-06 at 18:09Here's one way. You can just put a change
event listener on the form tag - any changes to the form will trigger the script. The string that gets written into the hidden field is JSON and it can be easily decoded on the back end.
QUESTION
I am tasked to write a function that returns the missing uniform pieces of Company A or Company B. The function should look thru the array to determine which Company is the one with the missing piece. Can I use another loop inside forEach in Javascript? or is it best i use to separate loops? Any hints are appreciated.
...ANSWER
Answered 2021-Dec-01 at 04:44Can I use another loop inside forEach in Javascript?
Yes! There is nothing wrong with nested loops in Javascript.
QUESTION
I'm having a hard time seeing why GLES30.glUniform4fv returns me a GL_INVALID_OPERATION I've looked up other possible issues, but I don't see them in my code.
here's my code:
abstract ShaderProgram
, where I call glUniform4fv:
ANSWER
Answered 2021-Sep-25 at 05:23glUniform
* sets a uniform variable in the default uniform block of the currently installed shader program. If there is if there is no current program object, a GL_INVALID_OPERATION error is generated.
Therefore you must install the shader program before you can set the uniforms:
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