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Adding tagging system to gallery.
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Erkaman committed Aug 23, 2016
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1 change: 1 addition & 0 deletions example/audio.js
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/*
tags: audio, advanced
<p>No description</p>
*/
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2 changes: 2 additions & 0 deletions example/basic.js
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/*
tags: basic
<p> This example is a simple demonstration of how to use regl to draw a triangle. </p>
*/

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5 changes: 4 additions & 1 deletion example/batch.js
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/* <p>This example demonstrates how to use batch mode commands</p>
/*
tags: basic
<p>This example demonstrates how to use batch mode commands</p>
<p> To use a command in batch mode, we pass in an array of objects. Then
the command is executed once for each object in the array. </p>
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2 changes: 2 additions & 0 deletions example/blur.js
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/*
tags: advanced, fbo
<p>This examples demonstrates how we can render a height map, how to place out several models(using the batching feature), and how to
implement a simple fullscreen post-process effect(using the framebuffer feature) in regl. </p>
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2 changes: 2 additions & 0 deletions example/bunny.js
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/*
tags: basic
<p> This example shows how to draw a mesh with regl </p>
*/
const regl = require('../regl')()
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2 changes: 2 additions & 0 deletions example/camera.js
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/*
tags: basic
<p>This example shows how to implement a movable camera with regl.</p>
*/

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2 changes: 2 additions & 0 deletions example/cloth.js
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/*
tags: physics, advanced
<p>In this example, we use the mass-spring model described by Thomas Jakobsen to implement
a simple cloth simulation. It is also demonstrated how we can manage a dynamic mesh in regl. <p>
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2 changes: 2 additions & 0 deletions example/cube-fbo.js
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/*
tags: advanced, fbo
<p>This example shows how you can render reflections using cubic framebuffers.</p>
*/
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2 changes: 2 additions & 0 deletions example/cube.js
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/*
tags: basic
<p>This examples renders a spinning textured cube.</p>
*/
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1 change: 1 addition & 0 deletions example/dds.js
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/*
tags: advanced
<p>This example shows how you can parse dds files with resl.</p>
*/

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2 changes: 2 additions & 0 deletions example/deferred_shading.js
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/*
tags: advanced, fbo, lighting, mrt
<p> This example is a simple implementation of deferred shading. </p>
<p> The focus of this implementation was readability, so it is not an
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2 changes: 2 additions & 0 deletions example/dynamic.js
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/*
tags: basic
<p> This example shows how to pass props to draw commands </p>
*/

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1 change: 1 addition & 0 deletions example/elements.js
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/*
tags: basic
<p> This example demonstrates how you can use `elements` to draw lines. </p>
*/

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2 changes: 2 additions & 0 deletions example/envmap.js
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/*
tags: advanced
<p>This example shows how you can render reflections with an environment map.</p>
*/
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2 changes: 2 additions & 0 deletions example/feedback.js
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/*
tags: basic
<p> This example shows how to use copyTexImage2D to implement feedback effects </p>
*/

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2 changes: 2 additions & 0 deletions example/geomorph.js
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/*
tags: advanced
<p>No description</p>
*/
const regl = require('../regl')()
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2 changes: 2 additions & 0 deletions example/graph.js
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/*
tags: gpgpu, advanced
<p>No description.</p>
*/
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2 changes: 2 additions & 0 deletions example/implicit-surface.js
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/*
tags: advanced
<p>Implicit surface raytracing demo. Many ideas and pieces of code taken from <a href="https://github.com/kevinroast/webglshaders/blob/master/distancefield1.html">here</a> and <a href="http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm">here</a> </p>
*/
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2 changes: 2 additions & 0 deletions example/instance-mesh.js
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/*
tags: instancing, basic
<p> In this example, it is shown how you can draw a bunch of bunny meshes using the
instancing feature of regl. </p>
*/
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2 changes: 2 additions & 0 deletions example/instance-triangle.js
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/*
tags: instancing, basic
<p> In this example, it is shown how you can draw a bunch of triangles using the
instancing feature of regl. </p>
*/
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2 changes: 2 additions & 0 deletions example/life.js
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/*
tags: fbo, basic
<p>This example implements the game of life in regl.</p>
*/
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2 changes: 2 additions & 0 deletions example/lighting.js
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/*
tags: basic, lighting
<p>This example shows how you can apply multiple light sources to a model</p>
*/
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2 changes: 2 additions & 0 deletions example/line.js
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/*
tags: advanced
<p>This example demonstrates rendering screen space projected lines
from a technique described <a href="https://mattdesl.svbtle.com/drawing-lines-is-hard">here</a>.</p>
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2 changes: 2 additions & 0 deletions example/microphone.js
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/*
tags: audio, basic
<p>No description</p>
*/
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2 changes: 2 additions & 0 deletions example/minecraft.js
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/*
tags: basic
<p>This example shows how you can implement a simple Minecraft renderer in regl.</p>
*/

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2 changes: 2 additions & 0 deletions example/mipmap.js
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/*
tags: basic
<p>This example shows how you can use mipmaps in regl.</p>
*/
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2 changes: 2 additions & 0 deletions example/particles.js
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/*
tags: basic
<p>This example show how you can render point particles in regl</p>
*/

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2 changes: 2 additions & 0 deletions example/planar-reflection.js
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/*
tags: stencil, advanced
<p>This example shows how you can render planar reflections using the stencil buffer</p>
<p>We are using the algorithm described <a href="http://www.cse.chalmers.se/edu/year/2015/course/TDA361/shadrefl.pdf#page=60">here</a> </p>
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2 changes: 2 additions & 0 deletions example/point-light-shadow.js
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/*
tags: shadows, fbo, advanced
<p>This example shows how you can render shadows for point-lights using `regl.framebufferCube` </p>
<p>
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2 changes: 2 additions & 0 deletions example/pong.js
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/*
tags: basic, game
<p> In this example, we implement a simple pong game. </p>
<p> The demonstratred features are: batching, and how you can
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2 changes: 2 additions & 0 deletions example/reduction.js
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/*
tags: gpgpu, fbo
<p>This example implements a parallell reduction algorithm on the GPU. </p>
<p>Given some elements x0, x1, x2,..., and a binary operator 'op', the parallell reduction
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2 changes: 2 additions & 0 deletions example/scope.js
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/*
tags: basic
<p>This examples demonstrates scopes</p>
*/
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2 changes: 2 additions & 0 deletions example/shadow-volume.js
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/*
tags: shadows, stencil, advanced
<p> This example shows how to implement shadow volumes. </p>
<p>This implementation was based on Mikola Lysneko's implementation
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2 changes: 2 additions & 0 deletions example/shadow_map.js
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/*
tags: shadows, fbo, advanced
<p>This example shows how you can render a shadow map for a directional light source in regl.</p>
*/

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2 changes: 2 additions & 0 deletions example/sprites.js
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/*
tags: basic
<p>No description</p>
*/
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2 changes: 2 additions & 0 deletions example/stats.js
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/*
tags: basic
<p>This example demonstrates the regl-stats-widget, which provides a visual representation of the total GPU-time of draw-calls</p>
*/
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2 changes: 2 additions & 0 deletions example/stencil-transition.js
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/*
tags: stencil, advanced
<p>This example implements a blocky, dissolve transition effect, that transitions between two 3D models. It
uses the stencil buffer to achieve this.</p>
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2 changes: 2 additions & 0 deletions example/text.js
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/*
tags: basic
<p>This example shows how you can draw vectorized text in regl.</p>
*/
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2 changes: 2 additions & 0 deletions example/texture.js
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/*
tags: basic
<p>This example shows how you can load and draw a texture in regl</p>
*/
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2 changes: 2 additions & 0 deletions example/theta360.js
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/*
tags: basic
<p>No description</p>
*/
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2 changes: 2 additions & 0 deletions example/tile.js
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/*
tags: basic
<p>This example implements a simple 2D tiled sprite renderer.</p>
*/
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2 changes: 2 additions & 0 deletions example/video.js
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/*
tags: basic
<p>No description</p>
*/
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