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Top 10 Examples of "gl-shader in functional component" in JavaScript

Dive into secure and efficient coding practices with our curated list of the top 10 examples showcasing 'gl-shader' in functional components in JavaScript. Our advanced machine learning engine meticulously scans each line of code, cross-referencing millions of open source libraries to ensure your implementation is not just functional, but also robust and secure. Elevate your React applications to new heights by mastering the art of handling side effects, API calls, and asynchronous operations with confidence and precision.

};

    const viewRes = [0, 0];
    const viewSize = [0, 0];

    const buffers = {
        light: FBO(gl, [1, 1]),
        // @todo
        // flash: FBO(gl, [1, 1]),
        fade: [FBO(gl, [1, 1]), FBO(gl, [1, 1])]
    };

    const shaders = {
        light: shader(gl, screenVert, lightFrag),
        fade: shader(gl, screenVert, fadeFrag),
        draw: shader(gl, screenVert, drawFrag)
    };

    const screen = new Screen(gl);


    // Parameters...

    // Configuration, setup
    const config = self.config = {
        edit: (queries.edit === 'true'),

        showTrack: (queries.showTrack === 'true'),

        interact: (parseFloat(queries.interact, 10) || 1),

        showEndVideos: (queries.showEndVideos === 'true' ||
// Respawn from geometry (platonic forms)

    const geometrySpawner = new GeometrySpawner(gl, {
        speed: 0.005,
        bias: 100/0.005
    });

    const spawnForm = (buffer = spawnTargets.spawnForm) =>
        geometrySpawner.shuffle().spawn(tendrils, undefined, buffer);


    // Media - cam and mic

    const imageShaders = {
        direct: shader(gl, spawnPixels.defaults().shader[0], pixelsFrag),
        sample: shader(gl, spawnPixels.defaults().shader[0], bestSampleFrag)
    };

    const imageSpawner = new spawnPixels.PixelSpawner(gl, { shader: null });

    mat3.scale(imageSpawner.spawnMatrix,
        mat3.identity(imageSpawner.spawnMatrix), [-1, 1]);

    const rasterShape = {
        image: [0, 0],
        video: [0, 0]
    };

    let video = null;
    let mediaStream = null;
player: new Timer(0)
    };

    const viewRes = [0, 0];
    const viewSize = [0, 0];

    const buffers = {
        light: FBO(gl, [1, 1]),
        // @todo
        // flash: FBO(gl, [1, 1]),
        fade: [FBO(gl, [1, 1]), FBO(gl, [1, 1])]
    };

    const shaders = {
        light: shader(gl, screenVert, lightFrag),
        fade: shader(gl, screenVert, fadeFrag),
        draw: shader(gl, screenVert, drawFrag)
    };

    const screen = new Screen(gl);


    // Parameters...

    // Configuration, setup
    const config = self.config = {
        edit: (queries.edit === 'true'),

        showTrack: (queries.showTrack === 'true'),

        showEndVideos: (queries.showEndVideos === 'true' ||
            queries.showTros === 'true'), // Legacy
const params = { ...base, ...options };

        this.views = params.views;
        this.alphas = params.alphas;
        this.resolution = params.resolution;

        this.screen = new Screen(gl);

        // Set up the right number of views if we're working with the default shader.
        if(params.shader === base.shader) {
            params.shader[1] = params.shader[1]
                .replace(/(@
// Targets for the particles, to allow a degree of explicit control
        this.targets = FBO(this.gl, [1, 1], { float: true });

        // Multiple bufferring
        this.buffers = [];
        this.setupBuffers(params.numBuffers);


        this.logicShader = null;

        this.renderShader = ((Array.isArray(params.renderShader))?
                shader(this.gl, ...params.renderShader)
            :   params.renderShader);

        this.flowShader = ((Array.isArray(params.flowShader))?
                shader(this.gl, ...params.flowShader)
            :   params.flowShader);

        this.copyShader = ((Array.isArray(params.copyShader))?
                shader(this.gl, ...params.copyShader)
            :   params.copyShader);

        this.fillShader = ((Array.isArray(params.fillShader))?
                shader(this.gl, ...params.fillShader)
            :   params.fillShader);


        this.uniforms = {
            render: {},
            update: {}
        };
// The dimensions of the state data FBOs. Can be 1:1 with the number of
        // particle vertices, or
        this.shape = params.shape;
        this.geomShape = (params.geomShape || [...this.shape]);


        const logic = (params.logic || [params.logicVert, params.logicFrag]);

        this.logic = ((Array.isArray(logic))? shader(gl, ...logic) : logic);


        const render = (params.render ||
                [params.renderVert, params.renderFrag]);

        this.render = ((Array.isArray(render))? shader(gl, ...render) : render);


        this.geom = geom(gl);
        this.geom.attr('uv', Particles.generateLUT(this.geomShape),
            { size: 2 });

        this.buffers = [];

        this.pixels = ndarray(new Float32Array(this.shape[0]*this.shape[1]*4),
            [this.shape[0], this.shape[1], 4]);
    }
}

        audioCache.clear();

        return soundOutput;
    };


    // Screen effects

    const screen = new Screen(gl);


    // Blur vignette

    const blurShader = shader(gl, screenVert, blurFrag);

    const blurDefaults = {
        radius: 3,
        limit: 0.5
    };

    const blurState = {
        radius: 8,
        limit: 0.2
    };

    blurShader.bind();
    Object.assign(blurShader.uniforms, blurState);


    // Background
setup( ( gl: WebGLRenderingContext ) => {
                    shader = createShader(
                        gl,
                        `
                            precision mediump float;
                            attribute vec2 position;

                            varying vec2 uv;

                            void main() {
                                uv = position.xy;
                                gl_Position = vec4( position.xy, 0.0, 1.0 );
                            }
                        `,
                        `
                            precision mediump float;
                            varying vec2 uv;
                            void main() {
function initGL (pass, multipass) {
  pass.shader = CreateShader(multipass.gl, VERTEX, FRAGMENT)
  pass.render = render.bind(null, pass, multipass)
}
export default (
  gl: WebGLRenderingContext,
  transition: TransitionObjectLike,
  options: Options = {}
) => {
  const { resizeMode } = { resizeMode: "cover", ...options };
  const shader = createShader(gl, VERT, makeFrag(transition.glsl, resizeMode));
  shader.bind();
  shader.attributes._p.pointer();

  return {
    draw(
      progress: number,
      from: GLTextureLike,
      to: GLTextureLike,
      width: number = gl.drawingBufferWidth,
      height: number = gl.drawingBufferHeight,
      params: { [key: string]: mixed } = {}
    ) {
      shader.bind();
      shader.uniforms.ratio = width / height;
      shader.uniforms.progress = progress;
      shader.uniforms.from = from.bind(0);

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