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A few photos from the November 26 2015 Khronos Milano Chapter meetup. Find more meetups for this Chapter.
Geeky February at Forward Technology in London. An evening of lightning talks dedicated to geeky passions.
Talks from Benjamin Blundell (@secti0n9), Nikki Sherry (@smallsherry), Paul Adam Davis (@pauladamdavis), Anna Pickard (@annapickard), Alex Pounds (@acreature) and Jane Austin (@msjaneaustin).
Lanyrd: lanyrd.com/2013/geekynight-april/
Organised by Event Handler (@eventhandleruk).
Neil Trevett (Khronos Group) and Henrik Bennetson (OurBricks) talk at the spring WebGL meetup in San Francisco. Photos Copyright Ates Gursimsek ( worlds.ruc.dk/ )
All photos take at the 2017 SIGGRAPH Khronos BOF. Photos Copyright Andrew Garrard. Used with permission.
Photos from the various New York Chapter Meetups. Learn more about the <a href="http://www.meetup.com/Khronos-NY-Chapter/"upcoming chapter meetups.
Benj Lipchak - OpenGL ES 3.0 Spec Editor - speaking at the Khronos OpenGL ES BOF at SIGGRAPH 2012 (Photo courtesy Neil Trevett)
Geeky February at Forward Technology in London. An evening of lightning talks dedicated to geeky passions.
Talks from Benjamin Blundell (@secti0n9), Nikki Sherry (@smallsherry), Paul Adam Davis (@pauladamdavis), Anna Pickard (@annapickard), Alex Pounds (@acreature) and Jane Austin (@msjaneaustin).
Lanyrd: lanyrd.com/2013/geekynight-april/
Organised by Event Handler (@eventhandleruk).
A few photos from our F2F in Orlando at the Khronos Kup. A friendly game of bowling. Photos Copyright 2013 Neil Trevett. Used with permission. www.photograffer.com
Jacob Strom of Ericsson talking texture compression at the OpenGLES BOF pre OpenGL 20th Anniversary Party at SIGGRAPH 2012 (Photo courtesy Neil Trevett)
#ifdef GL_ES
precision mediump float;
#endif
uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;
/* -- originally --
* inspired by www.fractalforums.com/new-theories-and-research/very-simp...
* public domain
*/
#define N 100
#define PI2 6.2831853070
void main( void ) {
// map frag coord and mouse to model coord
vec2 v = (gl_FragCoord.xy - resolution / 2.) * 20.0 / min(resolution.y,resolution.x);
// transform parameters
float angle = time*0.01;
float C = cos(angle);
float S = sin(angle);
vec2 shift = vec2( 2.*mouse.x-1., 1.*mouse.y-0.5 );
float zoom = 1.1;
const float rad2 = 1.;
float rsum = 0.0;
for ( int i = 0; i rad2 ){
rr = rad2/rr;
v.x = v.x * rr;
v.y = -v.y * rr;
}
rsum = max(0.9*rsum, rr);
// affine transform: rotate, scale, and translate
v = vec2( C*v.x-S*v.y, S*v.x+C*v.y ) * zoom + shift;
}
float col = 10. * (1.-rsum*rsum*rsum*rsum) ;// / rad2);
gl_FragColor = vec4( sin(col*1.1), sin(col), sin(col*0.9), 1.0 );
}
A few photos from our F2F in Orlando at the Khronos Kup. A friendly game of bowling. Photos Copyright 2013 Neil Trevett. Used with permission. www.photograffer.com