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Postprocessing shaders are what they sound like. These shaders run after (post-) processing happens.
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Post-processing shaders are exactly what they sound like. These shaders run after (post-) initial processing happens. Instead of affecting how objects are drawn, they can apply final visual effects before the user sees the frame.
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Instead of affecting how objects are drawn, they can apply final visual effects, before the user sees the frame.
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The Library of Shaders is an open-source project that intends to release **copyright and license free** examples and explanations of miscellaneous shader effects, in order to empower developers to learn and develop shader effects themselves.
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All shader code here is written to be valid **GLSL** or **OpenGL Shading Language**. We define a few variables which match the [ShaderToy](https://www.shadertoy.com/new) environment for ease of testing, but they can be easily adapted as needed.
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All shader code here is written in valid **GLSL** or **OpenGL Shading Language**.
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## Variables
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We define a few variables that match the [ShaderToy](https://www.shadertoy.com/new) environment for ease of testing, but they can be easily adapted if you use another shader language (e.g. Godot's shader language) as needed.
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```js
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// ShaderToy uniforms
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uniform vec3 iResolution; // viewport resolution (in pixels)
uniform vec4 iDate; // (year, month, day, time in seconds)
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```
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These are the uniforms defined by **ShaderToy**, and the shader examples in this library use them, as mentioned before, for ease of testing.
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If ShaderToy does not have a uniform for a certain thing that the shader requires, it will be explained in the article, and the uniforms will still follow the naming convention for ShaderToy. An example of this is **vertex shaders**. As ShaderToy is mainly a playground for **fragment shaders**, there's nothing like `uniform mat4 iModel;`. However, we still have a section for vertex shaders, they just won't be able to run in the ShaderToy environment.
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Articles will explain any uniforms not available in ShaderToy, and you can refer back here to get an explanation for any uniforms which are available in ShaderToy.
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If ShaderToy does not have a uniform for a certain thing that the shader requires, it will be explained in the article, and the uniforms will still follow the naming convention for ShaderToy. An example of this is **vertex shaders**. Because ShaderToy is mainly a playground for **fragment shaders**, there's nothing like `uniform mat4 iModel;`. However, we still have a section for vertex shaders, they just won't be able to run in the ShaderToy environment.
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Other shading langages, such as Godot's shader language, are quite similar to GLSL, and therefore easy to adapt these shaders to.
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Articles will explain any uniforms not available in ShaderToy.
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## Contributing
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All contributions are welcomed, and the contribution guide can be viewed on the [github repository](https://github.com/Snorfield/The-Library-Of-Shaders). This library is built by developers for developers, and we appreciate everyone's help.
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All contributions are welcomed, and the contribution guide can be viewed on the [GitHub repository](https://github.com/Snorfield/The-Library-Of-Shaders). This library is built by developers for developers, and we appreciate everyone's help.
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This should go without being said, but we strive to follow the principals of the [5 Wikipedian Pillars](https://en.wikipedia.org/wiki/Wikipedia:Five_pillars).
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We strive to follow the principals of the [5 Wikipedian Pillars](https://en.wikipedia.org/wiki/Wikipedia:Five_pillars).
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## Licensing and Copyright
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This entire library, and all work inside it, is licensed **Creative Commons Zero**. You can do anything you want with it, including clone the entire website. The license information is avalible on the [repository](https://github.com/Snorfield/The-Library-Of-Shaders/blob/main/LICENSE).
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This entire library, and all work inside of it, is licensed under **Creative Commons Zero**. You can read the full text [here](https://github.com/Snorfield/The-Library-Of-Shaders/blob/main/LICENSE).
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