uniforms | A React library for building forms from any schema | Form library

 by   vazco TypeScript Version: 4.0.0-alpha.5 License: MIT

kandi X-RAY | uniforms Summary

kandi X-RAY | uniforms Summary

uniforms is a TypeScript library typically used in User Interface, Form, React, Meteor applications. uniforms has no bugs, it has no vulnerabilities, it has a Permissive License and it has medium support. You can download it from GitHub.

A React library for building forms from any schema.
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            kandi-support Support

              uniforms has a medium active ecosystem.
              It has 1736 star(s) with 227 fork(s). There are 30 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 21 open issues and 732 have been closed. On average issues are closed in 68 days. There are 3 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of uniforms is 4.0.0-alpha.5

            kandi-Quality Quality

              uniforms has 0 bugs and 0 code smells.

            kandi-Security Security

              uniforms has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              uniforms code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              uniforms is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              uniforms releases are not available. You will need to build from source code and install.

            Top functions reviewed by kandi - BETA

            kandi's functional review helps you automatically verify the functionalities of the libraries and avoid rework.
            Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of uniforms
            Get all kandi verified functions for this library.

            uniforms Key Features

            No Key Features are available at this moment for uniforms.

            uniforms Examples and Code Snippets

            PintarJS,Usage,Shaders
            JavaScriptdot img1Lines of Code : 141dot img1License : Permissive (MIT)
            copy iconCopy
            pintarjs._renderer.setShader(shader);
            
            pintarjs._renderer.setShader(null);
            
            class MyShader extends PintarJS.ShaderBase
            {
                /**
                 * Return vertex shader code.
                 */
                get vertexShaderCode()
                {
                    return "";
                }
                
                /**
                 * R  
            gl-shader-extract,Example
            JavaScriptdot img2Lines of Code : 22dot img2License : Permissive (MIT)
            copy iconCopy
            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  
            default
            JavaScriptdot img3Lines of Code : 22dot img3License : Permissive (Apache-2.0)
            copy iconCopy
            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  
            copy iconCopy
            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:
            How to project a texture/shape to specific part of a mesh in Three.js?
            JavaScriptdot img5Lines of Code : 144dot img5License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
            body{
              overflow: hidden;
              margin: 0;
            }
            #selections {
              width: 100px;
              display: flex;
              flex-direction: column;
            }
            button.selected{
              color: #00ff32;
              background: blue;
            }
            
            
            Three.js - Apply heatmap texture to pointcloud
            JavaScriptdot img6Lines of Code : 124dot img6License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
            body{
              overflow: hidden;
              margin: 0;
            }
            ThreeJS Selective Bloom For Specific Parts Of One Object Using Emission Map
            JavaScriptdot img7Lines of Code : 178dot img7License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
            body{
              overflow: hidden;
              margin: 0;
            }
            
            
            
            Calculating point to line distance in GLSL
            JavaScriptdot img8Lines of Code : 455dot img8License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
              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
            Shadertoy in THREE.js
            JavaScriptdot img9Lines of Code : 141dot img9License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
            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.
            pass data between shader programs
            JavaScriptdot img10Lines of Code : 249dot img10License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
            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

            QUESTION

            RenderTarget as new texture returns only a black and white texture
            Asked 2022-Mar-23 at 11:41

            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 11:41

            The 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.

            Source https://stackoverflow.com/questions/71584030

            QUESTION

            Conversion React Typescript component into Javascript gives errors
            Asked 2022-Mar-06 at 18:30

            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 18:30

            Import the named Stars, like:

            Source https://stackoverflow.com/questions/71355196

            QUESTION

            How can I project a 2d shader in a 3d object
            Asked 2022-Feb-28 at 22:16

            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 22:16

            This is how you can do it, modifying a material with .onBeforeCompile():

            Source https://stackoverflow.com/questions/71297772

            QUESTION

            How to set a uniform struct in GLSL 4.6
            Asked 2022-Jan-14 at 05:50

            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 05:50

            For 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.

            Source https://stackoverflow.com/questions/70706449

            QUESTION

            WebGL textures from YouTube video frames
            Asked 2022-Jan-08 at 15:24

            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 15:24

            Edit: 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:

            Source https://stackoverflow.com/questions/70627240

            QUESTION

            Problem with webGL uniforms for particle emitter : "uniform1f: location not for current program"
            Asked 2021-Dec-30 at 18:12

            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 18:11

            You'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.

            Source https://stackoverflow.com/questions/70535081

            QUESTION

            How to make a simple gradient shader on a cube
            Asked 2021-Dec-10 at 18:34

            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 18:34

            This is how you can interpolate colors, using Y-coord of vertices:

            Source https://stackoverflow.com/questions/70303442

            QUESTION

            Passing several fields if meets a criteria to a Hidden Form Field
            Asked 2021-Dec-06 at 18:09

            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:

            1. Questions/comments
            2. Product Interests (this can be multiple values)
            3. Industry
            4. Number of Employees
            5. Multiple Locations if "true".

            Each item will be separated by a pipe character.

            ...

            ANSWER

            Answered 2021-Dec-06 at 18:09

            Here'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.

            Source https://stackoverflow.com/questions/70240550

            QUESTION

            Can I use another loop inside forEach in Javascript? or is it best i use to separate loops?
            Asked 2021-Dec-01 at 04:51

            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 04:44

            Can I use another loop inside forEach in Javascript?

            Yes! There is nothing wrong with nested loops in Javascript.

            Source https://stackoverflow.com/questions/70179203

            QUESTION

            Why does GLES30.glUniformMatrix4fv makes GL_INVALID_OPERATION?
            Asked 2021-Sep-25 at 05:23

            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 05:23

            glUniform* 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:

            Source https://stackoverflow.com/questions/69321952

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install uniforms

            You can download it from GitHub.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            Install
          • npm

            npm i uniforms

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          • HTTPS

            https://github.com/vazco/uniforms.git

          • CLI

            gh repo clone vazco/uniforms

          • sshUrl

            git@github.com:vazco/uniforms.git

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