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TT Textures and transforms This part has no textures just focuses on the transforms part and sending uniform data to the shader Just connecting up the pieces linking uniforms and groups Transforms are used so the vertices view has perspective and camera view Notice the output triangle has issues depth issues not added the depth until later document body style height 400px var glprom await fetch https cdnjs cloudflare com ajax libs gl matrix 2 6 0 gl matrix min js var glcont await glprom text var script document createElement script script type text javascript script async false script innerHTML glcont document head appendChild script const canvas document createElement canvas document body appendChild canvas canvas width canvas height 256 console log canvas width canvas height const context canvas getContext webgpu const gpu navigator gpu console log gpu gpu const adapter await gpu requestAdapter const device await adapter requestDevice const devicePixelRatio 1 1 1 const presentationSize canvas clientWidth devicePixelRatio canvas clientHeight devicePixelRatio const presentationFormat navigator gpu getPreferredCanvasFormat console log presentationFormat context configure device device format presentationFormat size presentationSize var positions new Float32Array 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 var indices new Uint32Array 0 1 2 0 2 3 4 5 6 4 6 7 8 9 10 8 10 11 12 13 14 12 14 15 16 17 18 16 18 19 20 21 22 20 22 23 var colors new Float32Array 0 1 0 0 1 0 0 1 0 0 1 0 1 1 0 1 1 0 1 1 0 1 1 0 0 0 1 0 0 1 0 0 1 0 0 1 1 0 0 1 0 0 1 0 0 1 0 0 1 0 1 1 0 1 1 0 1 1 0 1 0 1 1 0 1 1 0 1 1 0 1 1 const positionBuffer device createBuffer size positions byteLength usage GPUBufferUsage VERTEX GPUBufferUsage COPY_DST const colorBuffer device createBuffer size colors byteLength usage GPUBufferUsage VERTEX GPUBufferUsage COPY_DST const indicesBuffer device createBuffer size indices byteLength usage GPUBufferUsage INDEX GPUBufferUsage COPY_DST device queue writeBuffer positionBuffer 0 positions device queue writeBuffer colorBuffer 0 colors device queue writeBuffer indicesBuffer 0 indices var vertWGSL struct Uniforms modelViewProjectionMatrix mat4x4 f32 binding 0 group 0 var uniform uniforms Uniforms struct VSOut builtin position Position vec4 f32 location 0 color vec4 f32 vertex fn main location 0 inPos vec3 f32 location 1 color vec3 f32 VSOut var vsOut VSOut vsOut Position uniforms modelViewProjectionMatrix vec4 f32 inPos 1 0 vsOut color vec4 f32 color 1 0 return vsOut var fragWGSL fragment fn main location 0 inColor vec4 f32 location 0 vec4 f32 return vec4 f32 inColor const projectionMatrix mat4 create const viewMatrix mat4 create const viewProjectionMatrix mat4 create mat4 perspective projectionMatrix Math PI 2 canvas width canvas height 0 01 10 0 mat4 lookAt viewMatrix 2 2 3 0 0 0 0 1 0 mat4 multiply viewProjectionMatrix projectionMatrix viewMatrix const vertexUniformBuffer device createBuffer size 64 usage GPUBufferUsage UNIFORM GPUBufferUsage COPY_DST device queue writeBuffer vertexUniformBuffer 0 viewProjectionMatrix const sceneUniformBindGroupLayout device createBindGroupLayout entries binding 0 visibility GPUShaderStage VERTEX buffer type uniform const uniformBindGroup device createBindGroup layout sceneUniformBindGroupLayout entries binding 0 resource buffer vertexUniformBuffer const pipeline device createRenderPipeline layout device createPipelineLayout bindGroupLayouts sceneUniformBindGroupLayout vertex module device createShaderModule code vertWGSL entryPoint main buffers arrayStride 12 attributes shaderLocation 0 format float32x3 offset 0 arrayStride 12 attributes shaderLocation 1 format float32x3 offset 0 fragment module device createShaderModule code fragWGSL entryPoint main targets format presentationFormat primitive topology triangle list frontFace ccw cullMode none stripIndexFormat undefined GPURenderPassDescriptor const renderPassDescriptor colorAttachments view undefined asign later in frame loadOp clear clearValue r 0 0 g 0 5 b 0 5 a 1 0 loadOp clear storeOp store function frame renderPassDescriptor colorAttachments 0 view context getCurrentTexture createView const commandEncoder device createCommandEncoder const renderPass commandEncoder beginRenderPass renderPassDescriptor renderPass setPipeline pipeline renderPass setBindGroup 0 uniformBindGroup renderPass setVertexBuffer 0 positionBuffer renderPass setVertexBuffer 1 colorBuffer renderPass setIndexBuffer indicesBuffer uint32 renderPass drawIndexed indices length 1 0 0 renderPass end device queue submit commandEncoder finish if you want constant updates animated keep refreshing requestAnimationFrame frame frame Extends previous example but with an added depth buffer document body style height 300px var glprom await fetch https cdnjs cloudflare com ajax libs gl matrix 2 6 0 gl matrix min js var glcont await glprom text var script document createElement script script type text javascript script async false script innerHTML glcont document head appendChild script const canvas document createElement canvas document body appendChild canvas canvas width canvas height 256 console log canvas width canvas height const context canvas getContext webgpu const gpu navigator gpu console log gpu gpu const adapter await gpu requestAdapter const device await adapter requestDevice const devicePixelRatio 1 1 1 const presentationSize canvas clientWidth devicePixelRatio canvas clientHeight devicePixelRatio const presentationFormat navigator gpu getPreferredCanvasFormat console log presentationFormat context configure device device format presentationFormat size presentationSize var positions new Float32Array 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 var indices new Uint32Array 0 1 2 0 2 3 4 5 6 4 6 7 8 9 10 8 10 11 12 13 14 12 14 15 16 17 18 16 18 19 20 21 22 20 22 23 var colors new Float32Array 0 1 0 0 1 0 0 1 0 0 1 0 1 1 0 1 1 0 1 1 0 1 1 0 0 0 1 0 0 1 0 0 1 0 0 1 1 0 0 1 0 0 1 0 0 1 0 0 1 0 1 1 0 1 1 0 1 1 0 1 0 1 1 0 1 1 0 1 1 0 1 1 const positionBuffer device createBuffer size positions byteLength usage GPUBufferUsage VERTEX GPUBufferUsage COPY_DST const colorBuffer device createBuffer size colors byteLength usage GPUBufferUsage VERTEX GPUBufferUsage COPY_DST const indicesBuffer device createBuffer size indices byteLength usage GPUBufferUsage INDEX GPUBufferUsage COPY_DST device queue writeBuffer positionBuffer 0 positions device queue writeBuffer colorBuffer 0 colors device queue writeBuffer indicesBuffer 0 indices var vertWGSL struct Uniforms modelViewProjectionMatrix mat4x4 f32 binding 0 group 0 var uniform uniforms Uniforms struct VSOut builtin position Position vec4 f32 location 0 color vec4 f32 vertex fn main location 0 inPos vec3 f32 location 1 color vec3 f32 VSOut var vsOut VSOut vsOut Position uniforms modelViewProjectionMatrix vec4 f32 inPos 1 0 vsOut color vec4 f32 color 1 0 return vsOut var fragWGSL fragment fn main location 0 inColor vec4 f32 location 0 vec4 f32 return vec4 f32 inColor const projectionMatrix mat4 create const viewMatrix mat4 create const viewProjectionMatrix mat4 create mat4 perspective projectionMatrix Math PI 2 canvas width canvas height 0 01 10 0 mat4 lookAt viewMatrix 3 2 3 0 0 0 0 1 0 mat4 multiply viewProjectionMatrix projectionMatrix viewMatrix const vertexUniformBuffer device createBuffer size 64 usage GPUBufferUsage UNIFORM GPUBufferUsage COPY_DST device queue writeBuffer vertexUniformBuffer 0 viewProjectionMatrix const sceneUniformBindGroupLayout device createBindGroupLayout entries binding 0 visibility GPUShaderStage VERTEX buffer type uniform const uniformBindGroup device createBindGroup layout sceneUniformBindGroupLayout entries binding 0 resource buffer vertexUniformBuffer const depthTexture device createTexture size presentationSize format depth24plus usage GPUTextureUsage RENDER_ATTACHMENT const pipeline device createRenderPipeline layout device createPipelineLayout bindGroupLayouts sceneUniformBindGroupLayout vertex module device createShaderModule code vertWGSL entryPoint main buffers arrayStride 12 attributes shaderLocation 0 format float32x3 offset 0 arrayStride 12 attributes shaderLocation 1 format float32x3 offset 0 fragment module device createShaderModule code fragWGSL entryPoint main targets format presentationFormat primitive topology triangle list frontFace ccw cullMode none stripIndexFormat undefined depthStencil depthWriteEnabled true depthCompare less format depth24plus GPURenderPassDescriptor const renderPassDescriptor colorAttachments view undefined asign later in frame loadOp clear clearValue r 0 0 g 0 5 b 0 5 a 1 0 loadOp clear storeOp store depthStencilAttachment view depthTexture createView depthClearValue 1 0 depthLoadOp clear depthStoreOp store stencilLoadValue 0 stencilStoreOp store function frame renderPassDescriptor colorAttachments 0 view context getCurrentTexture createView const commandEncoder device createCommandEncoder const renderPass commandEncoder beginRenderPass renderPassDescriptor renderPass setPipeline pipeline renderPass setBindGroup 0 uniformBindGroup renderPass setVertexBuffer 0 positionBuffer renderPass setVertexBuffer 1 colorBuffer renderPass setIndexBuffer indicesBuffer uint32 renderPass drawIndexed indices length 1 0 0 renderPass end device queue submit commandEncoder finish if you want constant updates animated keep refreshing requestAnimationFrame frame frame Adding procedural texture data Texture coordinates are added and the texture is used instead of the fixed color Procedural texture example texture is generated not loaded Note there isn t any depth buffer yet so there will be visual artifacts var script document createElement script script type text javascript script async false script src https cdnjs cloudflare com ajax libs gl matrix 2 6 0 gl matrix min js document head appendChild script const canvas document createElement canvas document body appendChild canvas canvas width canvas height 256 console log canvas width canvas height const context canvas getContext webgpu const gpu navigator gpu console log gpu gpu const adapter await gpu requestAdapter const device await adapter requestDevice const devicePixelRatio 1 1 1 const presentationSize canvas clientWidth devicePixelRatio canvas clientHeight devicePixelRatio const presentationFormat navigator gpu getPreferredCanvasFormat console log presentationFormat context configure device device format presentationFormat size presentationSize var positions new Float32Array 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 var indices new Uint32Array 0 1 2 0 2 3 4 5 6 4 6 7 8 9 10 8 10 11 12 13 14 12 14 15 16 17 18 16 18 19 20 21 22 20 22 23 var uvs new Float32Array 0 0 1 0 1 1 0 1 0 0 1 0 1 1 0 1 0 0 1 0 1 1 0 1 0 0 1 0 1 1 0 1 0 0 1 0 1 1 0 1 0 0 1 0 1 1 0 1 const positionBuffer device createBuffer size positions byteLength usage GPUBufferUsage VERTEX GPUBufferUsage COPY_DST const uvBuffer device createBuffer size uvs byteLength usage GPUBufferUsage VERTEX GPUBufferUsage COPY_DST const indicesBuffer device createBuffer size indices byteLength usage GPUBufferUsage INDEX GPUBufferUsage COPY_DST device queue writeBuffer positionBuffer 0 positions device queue writeBuffer indicesBuffer 0 indices device queue writeBuffer uvBuffer 0 uvs var vertWGSL struct Uniforms modelViewProjectionMatrix mat4x4 f32 binding 0 group 0 var uniform uniforms Uniforms struct VSOut builtin position Position vec4 f32 location 0 uvs vec2 f32 vertex fn main location 0 inPos vec3 f32 location 1 uvs vec2 f32 VSOut var vsOut VSOut vsOut Position uniforms modelViewProjectionMatrix vec4 f32 inPos 1 0 vsOut uvs uvs return vsOut var fragWGSL group 0 binding 1 var mySampler sampler group 0 binding 2 var myTexture texture_2d f32 fragment fn main location 0 uvs vec2 f32 location 0 vec4 f32 return textureSample myTexture mySampler uvs let textureSampler device createSampler minFilter linear magFilter linear var textureSize 512 const basicTexture device createTexture size textureSize textureSize 1 widthxheightxlayers format presentationFormat e g bgra8unorm usage 0x2 0x4 GPUTextureUsage COPY_DST GPUTextureUsage TEXTURE_BINDING generate texture using XOR pattern let textureData new Uint8Array textureSize textureSize 4 for let xx 0 xx textureSize xx for let yy 0 yy textureSize yy var index yy textureSize xx 4 let cc xx yy 0xFF let r cc 16 0xFF let g cc 8 0xFF let b cc 0xFF textureData index 0 r textureData index 1 g textureData index 2 b textureData index 3 255 device queue writeTexture texture basicTexture textureData offset 0 bytesPerRow textureSize 4 rowsPerImage textureSize textureSize textureSize 1 const projectionMatrix mat4 create const viewMatrix mat4 create const viewProjectionMatrix mat4 create mat4 perspective projectionMatrix Math PI 2 canvas width canvas height 0 1 10 0 mat4 lookAt viewMatrix 1 0 3 0 0 0 0 1 0 mat4 multiply viewProjectionMatrix projectionMatrix viewMatrix const vertexUniformBuffer device createBuffer size 64 usage GPUBufferUsage UNIFORM GPUBufferUsage COPY_DST device queue writeBuffer vertexUniformBuffer 0 viewProjectionMatrix const sceneUniformBindGroupLayout device createBindGroupLayout entries binding 0 visibility GPUShaderStage VERTEX buffer type uniform binding 1 visibility GPUShaderStage FRAGMENT sampler type filtering binding 2 visibility GPUShaderStage FRAGMENT texture sampleType float viewDimension 2d const uniformBindGroup device createBindGroup layout sceneUniformBindGroupLayout entries binding 0 resource buffer vertexUniformBuffer binding 1 resource textureSampler binding 2 resource basicTexture createView const pipeline device createRenderPipeline layout device createPipelineLayout bindGroupLayouts sceneUniformBindGroupLayout vertex module device createShaderModule code vertWGSL entryPoint main buffers arrayStride 12 attributes shaderLocation 0 format float32x3 offset 0 arrayStride 8 attributes shaderLocation 1 format float32x2 offset 0 fragment module device createShaderModule code fragWGSL entryPoint main targets format presentationFormat primitive topology triangle list frontFace ccw cullMode back stripIndexFormat undefined GPURenderPassDescriptor const renderPassDescriptor colorAttachments view undefined asign later in frame loadOp clear clearValue r 0 0 g 0 5 b 0 5 a 1 0 loadOp clear storeOp store function frame renderPassDescriptor colorAttachments 0 view context getCurrentTexture createView const commandEncoder device createCommandEncoder const renderPass commandEncoder beginRenderPass renderPassDescriptor renderPass setPipeline pipeline renderPass setBindGroup 0 uniformBindGroup renderPass setVertexBuffer 0 positionBuffer renderPass setVertexBuffer 1 uvBuffer renderPass setIndexBuffer indicesBuffer uint32 renderPass drawIndexed 36 1 0 0 renderPass end device queue submit commandEncoder finish if you want constant updates animated keep refreshing requestAnimationFrame frame frame Adding texture data Texture coordinates are added and the texture is used instead of the fixed color var script document createElement script script type text javascript script async false script src https cdnjs cloudflare com ajax libs gl matrix 2 6 0 gl matrix min js document head appendChild script const canvas document createElement canvas document body appendChild canvas canvas width canvas height 256 console log canvas width canvas height const context canvas getContext webgpu const gpu navigator gpu console log gpu gpu const adapter await gpu requestAdapter const device await adapter requestDevice const devicePixelRatio 1 1 const presentationSize canvas clientWidth devicePixelRatio canvas clientHeight devicePixelRatio const presentationFormat navigator gpu getPreferredCanvasFormat context getPreferredFormat adapter no longer supported console log presentationFormat context configure device device format presentationFormat size presentationSize var positions new Float32Array 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 var indices new Uint32Array 0 1 2 0 2 3 4 5 6 4 6 7 8 9 10 8 10 11 12 13 14 12 14 15 16 17 18 16 18 19 20 21 22 20 22 23 var colors new Float32Array 0 1 0 0 1 0 0 1 0 0 1 0 1 1 0 1 1 0 1 1 0 1 1 0 0 0 1 0 0 1 0 0 1 0 0 1 1 0 0 1 0 0 1 0 0 1 0 0 1 1 0 1 1 0 1 1 0 1 1 0 0 1 0 0 1 0 0 1 0 0 1 0 var uvs new Float32Array 0 0 1 0 1 1 0 1 0 0 1 0 1 1 0 1 0 0 1 0 1 1 0 1 0 0 1 0 1 1 0 1 0 0 1 0 1 1 0 1 0 0 1 0 1 1 0 1 const positionBuffer device createBuffer size positions byteLength usage GPUBufferUsage VERTEX GPUBufferUsage COPY_DST const colorBuffer device createBuffer size colors byteLength usage GPUBufferUsage VERTEX GPUBufferUsage COPY_DST const uvBuffer device createBuffer size uvs byteLength usage GPUBufferUsage VERTEX GPUBufferUsage COPY_DST const indicesBuffer device createBuffer size indices byteLength usage GPUBufferUsage INDEX GPUBufferUsage COPY_DST device queue writeBuffer positionBuffer 0 positions device queue writeBuffer colorBuffer 0 colors device queue writeBuffer indicesBuffer 0 indices device queue writeBuffer uvBuffer 0 uvs var vertWGSL struct Uniforms modelViewProjectionMatrix mat4x4 f32 binding 0 group 0 var uniform uniforms Uniforms struct VSOut builtin position Position vec4 f32 location 0 color vec3 f32 location 1 uvs vec2 f32 vertex fn main location 0 inPos vec3 f32 location 1 color vec3 f32 location 2 uvs vec2 f32 VSOut var vsOut VSOut vsOut Position uniforms modelViewProjectionMatrix vec4 f32 inPos 1 0 vsOut uvs uvs vsOut color vec3 f32 color return vsOut var fragWGSL group 0 binding 1 var mySampler sampler group 0 binding 2 var myTexture texture_2d f32 fragment fn main location 0 inColor vec3 f32 location 1 uvs vec2 f32 location 0 vec4 f32 return textureSample myTexture mySampler uvs return vec4 f32 inColor 1 0 let textureSampler device createSampler minFilter linear magFilter linear const img document createElement img img src https notebook xbdev net var images test512 png await img decode const basicTexture device createTexture size img width img height 1 format presentationFormat bgra8unorm rgba8unorm usage 0x2 0x4 GPUTextureUsage COPY_DST GPUTextureUsage TEXTURE_BINDING const imageCanvas document createElement canvas imageCanvas width img width imageCanvas height img height const imageCanvasContext imageCanvas getContext 2d imageCanvasContext drawImage img 0 0 imageCanvas width imageCanvas height const imageData imageCanvasContext getImageData 0 0 imageCanvas width imageCanvas height let textureData new Uint8Array img width img height 4 for let x 0 x img width img height 4 x textureData x imageData data x device queue writeTexture texture basicTexture textureData offset 0 bytesPerRow img width 4 rowsPerImage img height img width img height 1 const projectionMatrix mat4 create const viewMatrix mat4 create const viewProjectionMatrix mat4 create mat4 perspective projectionMatrix Math PI 2 canvas width canvas height 0 1 10 0 mat4 lookAt viewMatrix 1 0 3 0 0 0 0 1 0 mat4 multiply viewProjectionMatrix projectionMatrix viewMatrix const vertexUniformBuffer device createBuffer size 64 usage GPUBufferUsage UNIFORM GPUBufferUsage COPY_DST device queue writeBuffer vertexUniformBuffer 0 viewProjectionMatrix const sceneUniformBindGroupLayout device createBindGroupLayout entries binding 0 visibility GPUShaderStage VERTEX buffer type uniform binding 1 visibility GPUShaderStage FRAGMENT sampler type filtering binding 2 visibility GPUShaderStage FRAGMENT texture sampleType float viewDimension 2d const uniformBindGroup device createBindGroup layout sceneUniformBindGroupLayout entries binding 0 resource buffer vertexUniformBuffer binding 1 resource textureSampler binding 2 resource basicTexture createView const pipeline device createRenderPipeline layout device createPipelineLayout bindGroupLayouts sceneUniformBindGroupLayout vertex module device createShaderModule code vertWGSL entryPoint main buffers arrayStride 12 attributes shaderLocation 0 format float32x3 offset 0 arrayStride 12 attributes shaderLocation 1 format float32x3 offset 0 arrayStride 8 attributes shaderLocation 2 format float32x2 offset 0 fragment module device createShaderModule code fragWGSL entryPoint main targets format presentationFormat primitive topology triangle list frontFace ccw cullMode back stripIndexFormat undefined GPURenderPassDescriptor const renderPassDescriptor colorAttachments view undefined asign later in frame loadOp clear clearValue r 0 0 g 0 5 b 0 5 a 1 0 storeOp store function frame renderPassDescriptor colorAttachments 0 view context getCurrentTexture createView const commandEncoder device createCommandEncoder const renderPass commandEncoder beginRenderPass renderPassDescriptor renderPass setPipeline pipeline renderPass setBindGroup 0 uniformBindGroup renderPass setVertexBuffer 0 positionBuffer renderPass setVertexBuffer 1 colorBuffer renderPass setVertexBuffer 2 uvBuffer renderPass setIndexBuffer indicesBuffer uint32 renderPass drawIndexed 36 1 0 0 renderPass end device queue submit commandEncoder finish if you want constant updates animated keep refreshing requestAnimationFrame frame frame Add depth buffer texture This adds the final cherry on the top Which is the depth buffer to address the rendering order issues var script document createElement script script type text javascript script async false script src https cdnjs cloudflare com ajax libs gl matrix 2 6 0 gl matrix min js document head appendChild script const canvas document createElement canvas document body appendChild canvas canvas width canvas height 256 console log canvas width canvas height const context canvas getContext webgpu const gpu navigator gpu console log gpu gpu const adapter await gpu requestAdapter const device await adapter requestDevice const devicePixelRatio 1 1 const presentationSize canvas clientWidth devicePixelRatio canvas clientHeight devicePixelRatio const presentationFormat navigator gpu getPreferredCanvasFormat context getPreferredFormat adapter no longer supported console log presentationFormat context configure device device format presentationFormat size presentationSize var positions new Float32Array 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 var indices new Uint32Array 0 1 2 0 2 3 4 5 6 4 6 7 8 9 10 8 10 11 12 13 14 12 14 15 16 17 18 16 18 19 20 21 22 20 22 23 var colors new Float32Array 0 1 0 0 1 0 0 1 0 0 1 0 1 1 0 1 1 0 1 1 0 1 1 0 0 0 1 0 0 1 0 0 1 0 0 1 1 0 0 1 0 0 1 0 0 1 0 0 1 1 0 1 1 0 1 1 0 1 1 0 0 1 0 0 1 0 0 1 0 0 1 0 var uvs new Float32Array 0 0 1 0 1 1 0 1 0 0 1 0 1 1 0 1 0 0 1 0 1 1 0 1 0 0 1 0 1 1 0 1 0 0 1 0 1 1 0 1 0 0 1 0 1 1 0 1 const positionBuffer device createBuffer size positions byteLength usage GPUBufferUsage VERTEX GPUBufferUsage COPY_DST const colorBuffer device createBuffer size colors byteLength usage GPUBufferUsage VERTEX GPUBufferUsage COPY_DST const uvBuffer device createBuffer size uvs byteLength usage GPUBufferUsage VERTEX GPUBufferUsage COPY_DST const indicesBuffer device createBuffer size indices byteLength usage GPUBufferUsage INDEX GPUBufferUsage COPY_DST device queue writeBuffer positionBuffer 0 positions device queue writeBuffer colorBuffer 0 colors device queue writeBuffer indicesBuffer 0 indices device queue writeBuffer uvBuffer 0 uvs var vertWGSL struct Uniforms modelViewProjectionMatrix mat4x4 f32 binding 0 group 0 var uniform uniforms Uniforms struct VSOut builtin position Position vec4 f32 location 0 color vec3 f32 location 1 uvs vec2 f32 vertex fn main location 0 inPos vec3 f32 location 1 color vec3 f32 location 2 uvs vec2 f32 VSOut var vsOut VSOut vsOut Position uniforms modelViewProjectionMatrix vec4 f32 inPos 1 0 vsOut uvs uvs vsOut color vec3 f32 color return vsOut var fragWGSL group 0 binding 1 var mySampler sampler group 0 binding 2 var myTexture texture_2d f32 fragment fn main location 0 inColor vec3 f32 location 1 uvs vec2 f32 location 0 vec4 f32 return textureSample myTexture mySampler uvs return vec4 f32 inColor 1 0 let textureSampler device createSampler minFilter linear magFilter linear const img document createElement img img src https notebook xbdev net var images test512 png await img decode const basicTexture device createTexture size img width img height 1 format presentationFormat bgra8unorm usage 0x2 0x4 GPUTextureUsage COPY_DST GPUTextureUsage TEXTURE_BINDING const imageCanvas document createElement canvas imageCanvas width img width imageCanvas height img height const imageCanvasContext imageCanvas getContext 2d imageCanvasContext drawImage img 0 0 imageCanvas width imageCanvas height const imageData imageCanvasContext getImageData 0 0 imageCanvas width imageCanvas height let textureData new Uint8Array img width img height 4 for let x 0 x img width img height 4 x textureData x imageData data x device queue writeTexture texture basicTexture textureData offset 0 bytesPerRow img width 4 rowsPerImage img height img width img height 1 const projectionMatrix mat4 create const viewMatrix mat4 create const viewProjectionMatrix mat4 create mat4 perspective projectionMatrix Math PI 2 canvas width canvas height 0 1 10 0 mat4 lookAt viewMatrix 1 0 3 0 0 0 0 1 0 mat4 multiply viewProjectionMatrix projectionMatrix viewMatrix const vertexUniformBuffer device createBuffer size 64 usage GPUBufferUsage UNIFORM GPUBufferUsage COPY_DST device queue writeBuffer vertexUniformBuffer 0 viewProjectionMatrix const sceneUniformBindGroupLayout device createBindGroupLayout entries binding 0 visibility GPUShaderStage VERTEX buffer type uniform binding 1 visibility GPUShaderStage FRAGMENT sampler type filtering binding 2 visibility GPUShaderStage FRAGMENT texture sampleType float viewDimension 2d const uniformBindGroup device createBindGroup layout sceneUniformBindGroupLayout entries binding 0 resource buffer vertexUniformBuffer binding 1 resource textureSampler binding 2 resource basicTexture createView const depthTexture device createTexture size presentationSize format depth24plus usage GPUTextureUsage RENDER_ATTACHMENT const pipeline device createRenderPipeline layout device createPipelineLayout bindGroupLayouts sceneUniformBindGroupLayout vertex module device createShaderModule code vertWGSL entryPoint main buffers arrayStride 12 attributes shaderLocation 0 format float32x3 offset 0 arrayStride 12 attributes shaderLocation 1 format float32x3 offset 0 arrayStride 8 attributes shaderLocation 2 format float32x2 offset 0 fragment module device createShaderModule code fragWGSL entryPoint main targets format presentationFormat primitive topology triangle list frontFace ccw cullMode back stripIndexFormat undefined depthStencil depthWriteEnabled true depthCompare less format depth24plus GPURenderPassDescriptor const renderPassDescriptor colorAttachments view undefined asign later in frame loadOp clear clearValue r 0 0 g 0 5 b 0 5 a 1 0 storeOp store depthStencilAttachment view depthTexture createView depthLoadOp clear depthClearValue 1 0 depthStoreOp store stencilLoadValue 0 stencilStoreOp store function frame renderPassDescriptor colorAttachments 0 view context getCurrentTexture createView const commandEncoder device createCommandEncoder const renderPass commandEncoder beginRenderPass renderPassDescriptor renderPass setPipeline pipeline renderPass setBindGroup 0 uniformBindGroup renderPass setVertexBuffer 0 positionBuffer renderPass setVertexBuffer 1 colorBuffer renderPass setVertexBuffer 2 uvBuffer renderPass setIndexBuffer indicesBuffer uint32 renderPass drawIndexed 36 1 0 0 renderPass end device queue submit commandEncoder finish if you want constant updates animated keep refreshing requestAnimationFrame frame frame
offset 0 arrayStride 8 attributes shaderLocation 1 format float32x2 offset 0 fragment module device createShaderModule code fragWGSL entryPoint main targets format presentationFormat primitive topology triangle list frontFace ccw cullMode back stripIndexFormat undefined GPURenderPassDescriptor const renderPassDescriptor colorAttachments view undefined asign later in frame loadOp clear clearValue r 0 0 g 0 5 b 0 5 a 1 0 loadOp clear storeOp store function frame renderPassDescriptor colorAttachments 0 view context getCurrentTexture createView const commandEncoder device createCommandEncoder const renderPass commandEncoder beginRenderPass renderPassDescriptor renderPass setPipeline pipeline renderPass setBindGroup 0 uniformBindGroup renderPass setVertexBuffer 0 positionBuffer renderPass setVertexBuffer 1 uvBuffer renderPass setIndexBuffer indicesBuffer uint32 renderPass drawIndexed 36 1 0 0 renderPass end device queue submit commandEncoder finish if you want constant updates animated keep refreshing requestAnimationFrame frame frame Adding texture data Texture coordinates are added and the texture is used instead of the fixed color var script document createElement script script type text javascript script async false script src https cdnjs cloudflare com ajax libs gl matrix 2 6 0 gl matrix min js document head appendChild script const canvas document createElement canvas document body appendChild canvas canvas width canvas height 256 console log canvas width canvas height const context canvas getContext webgpu const gpu navigator gpu console log gpu gpu const adapter await gpu requestAdapter const device await adapter requestDevice const devicePixelRatio 1 1 const presentationSize canvas clientWidth devicePixelRatio canvas clientHeight devicePixelRatio const presentationFormat navigator gpu getPreferredCanvasFormat context getPreferredFormat adapter no longer supported console log presentationFormat context configure device device format presentationFormat size presentationSize var positions new Float32Array 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 var indices new Uint32Array 0 1 2 0 2 3 4 5 6 4 6 7 8 9 10 8 10 11 12 13 14 12 14 15 16 17 18 16 18 19 20 21 22 20 22 23 var colors new Float32Array 0 1 0 0 1 0 0 1 0 0 1 0 1 1 0 1 1 0 1 1 0 1 1 0 0 0 1 0 0 1 0 0 1 0 0 1 1 0 0 1 0 0 1 0 0 1 0 0 1 1 0 1 1 0 1 1 0 1 1 0 0 1 0 0 1 0 0 1 0 0 1 0 var uvs new Float32Array 0 0 1 0 1 1 0 1 0 0 1 0 1 1 0 1 0 0 1 0 1 1 0 1 0 0 1 0 1 1 0 1 0 0 1 0 1 1 0 1 0 0 1 0 1 1 0 1 const positionBuffer device createBuffer size positions byteLength usage GPUBufferUsage VERTEX GPUBufferUsage COPY_DST const colorBuffer device createBuffer size colors byteLength usage GPUBufferUsage VERTEX GPUBufferUsage COPY_DST const uvBuffer device createBuffer size uvs byteLength usage GPUBufferUsage VERTEX GPUBufferUsage COPY_DST const indicesBuffer device createBuffer size indices byteLength usage GPUBufferUsage INDEX GPUBufferUsage COPY_DST device queue writeBuffer positionBuffer 0 positions device queue writeBuffer colorBuffer 0 colors device queue writeBuffer indicesBuffer 0 indices device queue writeBuffer uvBuffer 0 uvs var vertWGSL struct Uniforms modelViewProjectionMatrix mat4x4 f32 binding 0 group 0 var uniform uniforms Uniforms struct VSOut builtin position Position vec4 f32 location 0 color vec3 f32 location 1 uvs vec2 f32 vertex fn main location 0 inPos vec3 f32 location 1 color vec3 f32 location 2 uvs vec2 f32 VSOut var vsOut VSOut vsOut Position uniforms modelViewProjectionMatrix vec4 f32 inPos 1 0 vsOut uvs uvs vsOut color vec3 f32 color return vsOut var fragWGSL group 0 binding 1 var mySampler sampler group 0 binding 2 var myTexture texture_2d f32 fragment fn main location 0 inColor vec3 f32 location 1 uvs vec2 f32 location 0 vec4 f32 return textureSample myTexture mySampler uvs return vec4 f32 inColor 1 0 let textureSampler device createSampler minFilter linear magFilter linear const img document createElement img img src https notebook xbdev net var images test512 png await img decode const basicTexture device createTexture size img width img height 1 format presentationFormat bgra8unorm rgba8unorm usage 0x2 0x4 GPUTextureUsage COPY_DST GPUTextureUsage TEXTURE_BINDING const imageCanvas document createElement canvas imageCanvas width img width imageCanvas height img height const imageCanvasContext imageCanvas getContext 2d imageCanvasContext drawImage img 0 0 imageCanvas width imageCanvas height const imageData imageCanvasContext getImageData 0 0 imageCanvas width imageCanvas height let textureData new Uint8Array img width img height 4 for let x 0 x img width img height 4 x textureData x imageData data x device queue writeTexture texture basicTexture textureData offset 0 bytesPerRow img width 4 rowsPerImage img height img width img height 1 const projectionMatrix mat4 create const viewMatrix mat4 create const viewProjectionMatrix mat4 create mat4 perspective projectionMatrix Math PI 2 canvas width canvas height 0 1 10 0 mat4 lookAt viewMatrix 1 0 3 0 0 0 0 1 0 mat4 multiply viewProjectionMatrix projectionMatrix viewMatrix const vertexUniformBuffer device createBuffer size 64 usage GPUBufferUsage UNIFORM GPUBufferUsage COPY_DST device queue writeBuffer vertexUniformBuffer 0 viewProjectionMatrix const sceneUniformBindGroupLayout device createBindGroupLayout entries binding 0 visibility GPUShaderStage VERTEX buffer type uniform binding 1 visibility GPUShaderStage FRAGMENT sampler type filtering binding 2 visibility GPUShaderStage FRAGMENT texture sampleType float viewDimension 2d const uniformBindGroup device createBindGroup layout sceneUniformBindGroupLayout entries binding 0 resource buffer vertexUniformBuffer binding 1 resource textureSampler binding 2 resource basicTexture createView const pipeline device createRenderPipeline layout device createPipelineLayout bindGroupLayouts sceneUniformBindGroupLayout vertex module device createShaderModule code vertWGSL entryPoint main buffers arrayStride 12 attributes shaderLocation 0 format float32x3 offset 0 arrayStride 12 attributes shaderLocation 1 format float32x3 offset 0 arrayStride 8 attributes shaderLocation 2 format float32x2 offset 0 fragment module device createShaderModule code fragWGSL entryPoint main targets format presentationFormat primitive topology triangle list frontFace ccw cullMode back stripIndexFormat undefined GPURenderPassDescriptor const renderPassDescriptor colorAttachments view undefined asign later in frame loadOp clear clearValue r 0 0 g 0 5 b 0 5 a 1 0 storeOp store function frame renderPassDescriptor colorAttachments 0 view context getCurrentTexture createView const commandEncoder device createCommandEncoder const renderPass commandEncoder beginRenderPass renderPassDescriptor renderPass setPipeline pipeline renderPass setBindGroup 0 uniformBindGroup renderPass setVertexBuffer 0 positionBuffer renderPass setVertexBuffer 1 colorBuffer renderPass setVertexBuffer 2 uvBuffer renderPass setIndexBuffer indicesBuffer uint32 renderPass drawIndexed 36 1 0 0 renderPass end device queue submit commandEncoder finish if you want constant updates animated keep refreshing requestAnimationFrame frame frame Add depth buffer texture This adds the final cherry on the top Which is the depth buffer to address the rendering order issues var script document createElement script script type text javascript script async false script src https cdnjs cloudflare com ajax libs gl matrix 2 6 0 gl matrix min js document head appendChild script const canvas document createElement canvas document body appendChild canvas canvas width canvas height 256 console log canvas width canvas height const context canvas getContext webgpu const gpu navigator gpu console log gpu gpu const adapter await gpu requestAdapter const device await adapter requestDevice const devicePixelRatio 1 1 const presentationSize canvas clientWidth devicePixelRatio canvas clientHeight devicePixelRatio const presentationFormat navigator gpu getPreferredCanvasFormat context getPreferredFormat adapter no longer supported console log presentationFormat context configure device device format presentationFormat size presentationSize var positions new Float32Array 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 var indices new Uint32Array 0 1 2 0 2 3 4 5 6 4 6 7 8 9 10 8 10 11 12 13 14 12 14 15 16 17 18 16 18 19 20 21 22 20 22 23 var colors new Float32Array 0 1 0 0 1 0 0 1 0 0 1 0 1 1 0 1 1 0 1 1 0 1 1 0 0 0 1 0 0 1 0 0 1 0 0 1 1 0 0 1 0 0 1 0 0 1 0 0 1 1 0 1 1 0 1 1 0 1 1 0 0 1 0 0 1 0 0 1 0 0 1 0 var uvs new Float32Array 0 0 1 0 1 1 0 1 0 0 1 0 1 1 0 1 0 0 1 0 1 1 0 1 0 0 1 0 1 1 0 1 0 0 1 0 1 1 0 1 0 0 1 0 1 1 0 1 const positionBuffer device createBuffer size positions byteLength usage GPUBufferUsage VERTEX GPUBufferUsage COPY_DST const colorBuffer device createBuffer size colors byteLength usage GPUBufferUsage VERTEX GPUBufferUsage COPY_DST const uvBuffer device createBuffer size uvs byteLength usage GPUBufferUsage VERTEX GPUBufferUsage COPY_DST const indicesBuffer device createBuffer size indices byteLength usage GPUBufferUsage INDEX GPUBufferUsage COPY_DST device queue writeBuffer positionBuffer 0 positions device queue writeBuffer colorBuffer 0 colors device queue writeBuffer indicesBuffer 0 indices device queue writeBuffer uvBuffer 0 uvs var vertWGSL struct Uniforms modelViewProjectionMatrix mat4x4 f32 binding 0 group 0 var uniform uniforms Uniforms struct VSOut builtin position Position vec4 f32 location 0 color vec3 f32 location 1 uvs vec2 f32 vertex fn main location 0 inPos vec3 f32 location 1 color vec3 f32 location 2 uvs vec2 f32 VSOut var vsOut VSOut vsOut Position uniforms modelViewProjectionMatrix vec4 f32 inPos 1 0 vsOut uvs uvs vsOut color vec3 f32 color return vsOut var fragWGSL group 0 binding 1 var mySampler sampler group 0 binding 2 var myTexture texture_2d f32 fragment fn main location 0 inColor vec3 f32 location 1 uvs vec2 f32 location 0 vec4 f32 return textureSample myTexture mySampler uvs return vec4 f32 inColor 1 0 let textureSampler device createSampler minFilter linear magFilter linear const img document createElement img img src https notebook xbdev net var images test512 png await img decode const basicTexture device createTexture size img width img height 1 format presentationFormat bgra8unorm usage 0x2 0x4 GPUTextureUsage COPY_DST GPUTextureUsage TEXTURE_BINDING const imageCanvas document createElement canvas imageCanvas width img width imageCanvas height img height const imageCanvasContext imageCanvas getContext 2d imageCanvasContext drawImage img 0 0 imageCanvas width imageCanvas height const imageData imageCanvasContext getImageData 0 0 imageCanvas width imageCanvas height let textureData new Uint8Array img width img height 4 for let x 0 x img width img height 4 x textureData x imageData data x device queue writeTexture texture basicTexture textureData offset 0 bytesPerRow img width 4 rowsPerImage img height img width img height 1 const projectionMatrix mat4 create const viewMatrix mat4 create const viewProjectionMatrix mat4 create mat4 perspective projectionMatrix Math PI 2 canvas width canvas height 0 1 10 0 mat4 lookAt viewMatrix 1 0 3 0 0 0 0 1 0 mat4 multiply viewProjectionMatrix projectionMatrix viewMatrix const vertexUniformBuffer device createBuffer size 64 usage GPUBufferUsage UNIFORM GPUBufferUsage COPY_DST device queue writeBuffer vertexUniformBuffer 0 viewProjectionMatrix const sceneUniformBindGroupLayout device createBindGroupLayout entries binding 0 visibility GPUShaderStage VERTEX buffer type uniform binding 1 visibility GPUShaderStage FRAGMENT sampler type filtering binding 2 visibility GPUShaderStage FRAGMENT texture sampleType float viewDimension 2d const uniformBindGroup device createBindGroup layout sceneUniformBindGroupLayout entries binding 0 resource buffer vertexUniformBuffer binding 1 resource textureSampler binding 2 resource basicTexture createView const depthTexture device createTexture size presentationSize format depth24plus usage GPUTextureUsage RENDER_ATTACHMENT const pipeline device createRenderPipeline layout device createPipelineLayout bindGroupLayouts sceneUniformBindGroupLayout vertex module device createShaderModule code vertWGSL entryPoint main buffers arrayStride 12 attributes shaderLocation 0 format float32x3 offset 0 arrayStride 12 attributes shaderLocation 1 format float32x3 offset 0 arrayStride 8 attributes shaderLocation 2 format float32x2 offset 0 fragment module device createShaderModule code fragWGSL entryPoint main targets format presentationFormat primitive topology triangle list frontFace ccw cullMode back stripIndexFormat undefined depthStencil depthWriteEnabled true depthCompare less format depth24plus GPURenderPassDescriptor const renderPassDescriptor colorAttachments view undefined asign later in frame loadOp clear clearValue r 0 0 g 0 5 b 0 5 a 1 0 storeOp store depthStencilAttachment view depthTexture createView depthLoadOp clear depthClearValue 1 0 depthStoreOp store stencilLoadValue 0 stencilStoreOp store function frame renderPassDescriptor colorAttachments 0 view context getCurrentTexture createView const commandEncoder device createCommandEncoder const renderPass commandEncoder beginRenderPass renderPassDescriptor renderPass setPipeline pipeline renderPass setBindGroup 0 uniformBindGroup renderPass setVertexBuffer 0 positionBuffer renderPass setVertexBuffer 1 colorBuffer renderPass setVertexBuffer 2 uvBuffer renderPass setIndexBuffer indicesBuffer uint32 renderPass drawIndexed 36 1 0 0 renderPass end device queue submit commandEncoder finish if you want constant updates animated keep refreshing requestAnimationFrame frame frame
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