Created
February 12, 2026 14:57
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glslViewer Shader: extrussion
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| { | |
| "frag": "#ifdef GL_ES\nprecision mediump float;\n#endif\n\nuniform sampler2D u_tex0;\nuniform vec2 u_tex0Resolution;\n\nuniform float \t\tu_time;\nuniform vec2 \t\tu_resolution;\nvarying vec4 \t\tv_color;\nvarying vec2 \t\tv_texcoord;\n\nvoid main() {\n vec4 color = v_color;\n vec2 pixel = 1.0/u_resolution;\n vec2 st = gl_FragCoord.xy * pixel;\n vec2 uv = v_texcoord;\n\n gl_FragColor = color;\n}\n", | |
| "vert": "#ifdef GL_ES\nprecision mediump float;\n#endif\n\nuniform sampler2D u_tex0;\nuniform vec2 u_tex0Resolution;\n\nuniform mat4 u_modelMatrix;\nuniform mat4 u_viewMatrix;\nuniform mat4 u_projectionMatrix;\nuniform mat4 u_modelViewProjectionMatrix;\n\nuniform vec2 \t\tu_resolution;\n\nattribute vec4 \t\ta_position;\nvarying vec4 \t\tv_position;\nvarying vec4 \t\tv_color;\nvarying vec2 \t\tv_texcoord;\n\n#include \"lygia/color/luma.glsl\"\n#include \"lygia/space/ratio.glsl\"\n#include \"lygia/sample/zero.glsl\"\n\nvoid main() {\n v_position = a_position;\n v_position.xy -= 0.5;\n v_texcoord = a_position.xy;\n \n vec2 uv = v_texcoord;\n uv = ratio(uv, u_resolution); \n \tuv = ratio(uv, u_tex0Resolution.yx);\n\n v_color = sampleZero(u_tex0, uv);\n \n v_position.z = luma(v_color) - 0.5;\n \n gl_Position = u_projectionMatrix * u_viewMatrix * v_position;\n}\n", | |
| "commands": [ | |
| "camera_position,-0.203636,-0.133611,-1.15488", | |
| "camera_look_at,0,0,0", | |
| "textures,on" | |
| ], | |
| "assets": { |
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