This are GLSL examples of how to use LYGIA Shader Library. You can try them using:
Clone this repository recursivelly
git clone --recursive https://github.com/patriciogonzalezvivo/lygia_examples.git
glslViewer math_functions.frag -l
glslViewer math_gaussian.frag -l
glslViewer math_quaternion.frag -l
glslViewer animation_easing.frag -l
glslViewer animation_sprite.frag -l
glslViewer color_dither.frag -l
glslViewer color_dither_bayer.frag -l
glslViewer color_lut.frag assets/danny.png assets/square_01.png -l
glslViewer color_mix.frag lygia/assets/mixbox_lut.png -l
glslViewer color_iridescence_map.frag -l
glslViewer color_wavelength.frag -l
glslViewer draw_aa.frag -l
glslViewer draw_digits.frag -l
glslViewer draw_julia.frag -l
glslViewer draw_mandelbulb.frag -l
glslViewer draw_shapes.frag -l
glslViewer draw_supershape.frag -l
glslViewer generative_random.frag
glslViewer generative_cnoise.frag
glslViewer generative_pnoise.frag
glslViewer generative_snoise.frag
glslViewer generative_psrdnoise.frag assets/sphere.ply -l
glslViewer generative_noised.frag
glslViewer generative_curl.frag
glslViewer generative_fbm.frag
glslViewer generative_voronoi.frag
glslViewer generative_voronoise.frag
glslViewer generative_worley.frag
glslViewer sample_wrap.frag assets/rocks.png -l
glslViewer sample_wrap_mirror.frag assets/rocks.png -l
glslViewer sample_wrap_untile.frag assets/rocks.png -l
glslViewer sample_bracketing.frag assets/rock_moss.jpg -l
glslViewer sample_filter_bicubic.frag assets/noise_blue.png -w 1080 -h 1080 --headless -E screenshot,
glslViewer sample_filter_nearest.frag assets/noise_blue.png -w 1080 -h 1080 --headless -E screenshot,
glslViewer sample_filter_smooth.frag assets/noise_blue.png -w 1080 -h 1080 --headless -E screenshot,
glslViewer sample_equirect.frag assets/dragon.obj assets/studio.png -e defined,SCENE_CUBEMAP,u_tex0 -e camera_position,-1.43923,0.891203,1.98093 -l
glslViewer sample_3Dsdf.frag assets/suzanne.png -e camera_position,-29.5393,26.2406,-42.1865 -l
glslViewer sample_dof.frag assets/dragon.obj -C assets/Arches_E_PineTree_3k.hdr -e camera_position,-1.43923,0.891203,1.98093 -l
glslViewer filter_boxBlur1D.frag assets/danny.png -e buffers,on -l
filter_boxBlur2D:
glslViewer filter_boxBlur2D.frag assets/danny.png -l
glslViewer filter_gaussianBlur1D.frag assets/danny.png -e buffers,on -l
glslViewer filter_gaussianBlur2D.frag assets/danny.png -l
glslViewer filter_fibonacciBokeh.frag assets/danny.png -l
glslViewer filter_bilateralBlur2D.frag assets/danny.png -l
glslViewer filter_radialBlur2D.frag assets/danny.png -l
glslViewer filter_noiseBlur2D.frag assets/danny.png -l
glslViewer filter_median2D.frag assets/danny.png -l
glslViewer filter_kuwahara2D.frag assets/danny.png -l
glslViewer filter_sharpen2D.frag assets/danny.png -l
glslViewer filter_laplacian2D.frag assets/danny.png -l
glslViewer filter_edge2D.frag assets/danny.png -l
glslViewer morphological_erosion.frag assets/flower.png -l
glslViewer morphological_dilation.frag assets/flower.png -l
glslViewer morphological_alphaFill.frag assets/flower.png -l
glslViewer morphological_poissonFill.frag assets/flower.png -l
glslViewer morphological_marchingSquares.frag assets/flower.png -l
glslViewer assets/dragon.obj lighting_position.frag -e camera_position,1.43923,-0.891203,-1.98093 -l
glslViewer assets/dragon.obj lighting_normal.frag -e camera_position,1.43923,-0.891203,-1.98093 -l
glslViewer assets/dragon.obj lighting_shadow.frag -e camera_position,1.43923,-0.891203,-1.98093 -l
glslViewer assets/dragon.obj lighting_ssao.frag -e camera_position,1.43923,-0.891203,-1.98093 -l
glslViewer assets/dragon.obj lighting_gooch.frag -e camera_position,1.43923,-0.891203,-1.98093 -l
glslViewer assets/dragon.obj lighting_sphereMap.frag assets/matcap.jpg -e camera_position,-1.43923,0.891203,1.98093
glslViewer assets/dragon.obj lighting_sphericalHarmonics.frag -e camera_position,-1.43923,0.891203,1.98093 -c assets/Arches_E_PineTree_3k.hdr --msaa --fxaa -e sky,on -l
glslViewer assets/dragon.obj lighting_pbr.frag -e camera_position,1.43923,-0.891203,-1.98093 -C assets/uffizi_cross.hdr -e dynamic_shadows,on -l
glslViewer assets/dragon.obj lighting_pbrClearCoat.frag -e camera_position,1.43923,-0.891203,-1.98093 -C assets/uffizi_cross.hdr -e dynamic_shadows,on -l
glslViewer assets/dragon.obj lighting_pbrSsS.frag -e camera_position,1.43923,-0.891203,-1.98093 -C assets/uffizi_cross.hdr -e dynamic_shadows,on -l
glslViewer assets/dragon.obj lighting_pbrGlass.frag -e camera_position,1.43923,-0.891203,-1.98093 -C assets/uffizi_cross.hdr -e dynamic_shadows,on -l
glslViewer assets/dragon.obj lighting_pbrIridescence.frag -e camera_position,-1.43923,0.891203,1.98093 --msaa -C assets/Arches_E_PineTree_3k.hdr -e dynamic_shadows,on -l
glslViewer assets/dragon.obj lighting_ssr.frag -e camera_position,1.43923,-0.891203,-1.98093 -C assets/uffizi_cross.hdr -l
glslViewer assets/dragon.obj lighting_volumetric.frag -e camera_position,-1.67433,0.0682091,-1.99539 -C assets/Arches_E_PineTree_3k.hdr -l
glslViewer lighting_raymarching.frag -e camera_position,-29.5393,-26.2406,-42.1865 -l
glslViewer lighting_raymarching_pbr.frag -e camera_position,-29.5393,-26.2406,-42.1865 -C assets/uffizi_cross.hdr -l
glslViewer lighting_raymarching_glass.frag -e camera_position,-29.5393,-26.2406,-42.1865 -C assets/uffizi_cross.hdr -l
glslViewer lighting_raymarching_glass_refraction.frag -e camera_position,29.5393,26.2406,42.1865 -c assets/uffizi_cross.hdr -l
glslViewer lighting_raymarching_volume.frag -e camera_position,-29.5393,-26.2406,-42.1865 -l
glslViewer lighting_atmosphere.frag -l -w 1024 -h 512 -e define,PROJECTION_MODE,0
glslViewer lighting_atmosphere.frag -l -e define,PROJECTION_MODE,1