set fixed viewport aspect ratop and letterboxing
change how colors are mixed (blending/mixing modes)
convert a canvas to texture
check if webgl canvas element is in the current browser viewport
the size of the canvas in pixels, aspect ratio and pixel density
sets all cleared pixels to one colour. Use to change the background colour.
Clears the depth buffer (zbuffer, z buffer)
enable/disable RGBA color channels of your entire scene
pick a color at x,y coordinates of canvas
change depth testing method (depthMask,depthWrite,depthFunc)
Remaps world co-ordinates to a pixel co-ordinate system
save points/coordinates in an array
collect world space coordinates into an array
collect screen pixel coordinates into an array
Transforms objects randomly in space
randomize order of triangles in a geometry
render to multiple textures at the same time
record, render an animation and save as webm video file or png image sequence
Render a geometry as mesh
reset current transforms to initial value (identity)
Download the current screen content as png file
visualize normals, tangents or bitangents
Scatter an object on the surface of a mesh with different distribution methods
create new triangles in a mesh (subdivide)
draw text using the FontMSDF operator
Convert an animation into an array of coordinates
get view matrix from a gltf camera
gltf draco compression library
expose geometry from gltf meshes, also possible to expose submaterial geometries
export array of positions from a hierarchy of a branch structure in a gltf, e.g. a skeleton bones
switch between meshes e.g. like a stop motion animation
sine animate gltf nodes by a filter
Get the transform from the GLTFscene op
output all transformations of nodes starting with [search]
Control a single node from the GLTFscene op
Assigns a material to a node inside of the gltfScene op
render a skinned mesh (bone/rigging/rigged animation)
Load textures from inside a .glb file
set transformation of a gltf node
play gltf vertex anim directly with its own timing
align a geometry / change its pivot / center / origin point
Test if a boundingbox could be visible in the current viewport
disconnect faces/polygons of a mesh
flip all normals of a geometry
capture all following meshes into one geometry
Calculate a bounding box from a geometry
basic extrusion of flat geometry
information about a geometry
merge two geometries to one
merge two geometries into one
Get vertices of a geometry as array3x (vertex vertices)
Generate an .obj file as string from a geometry
convert geometry to only flat triangles without reusing vertices positions
Reverses the order of vertices in a geometry, back facing triangles become front facing ones
uniform scaling of geometry vertices
sort geometry triangles by position
Generate a SVG path string of a string using an opentype font
transform vertices of geometry
animate values in a matrix to a new matrix
interpolate position on a spline/array3x
render lots of particles following a path/spline/array3x
iterate over an array3: translate to xyz, then trigger next op
rotate an object to always face the camera
Transforms and projects the scene from the point of view of the camera.
get camera attributes from current camera/orbit controls
get the current position of viewmatrix/camera eye
current xyz coordinates (modelmatrix)
gyroscope motionsensor camera
Get the scalar scaling of a matrix
get current projectionmatrix
interpolate between two matrices
outputs an inverted matrix
transforms view to look from eye to center
get translation of a matrix
rotate your object by clicking and dragging the mouse
multiplies current modelmatrix with a quaternion
Set up a camera, rotated by a quaternion
place random objects on a grid
Place random objects on a grid
enlarge or shrink objects by a scale factor for every axis
screen/pixel coordinates of the current transform
convert screen coordinates to a 3d position
displaces each point of a mesh in fixed direction
Transform objects in 3d space (rotate, translate, scale)
multiply current modelmatrix
Translate objects (move / position in 3D space)
translate the view/camera matrix
Translate any geometry underneath it using vectors and speed.
simple camera you control with W,A,S,D keys like in a FPS game
cables logo mesh/geometry
render a rectangular corner
Draws a cross with controllable thickness and length.
draw parameterizable cylinder (aka tube,pipe,round,circle)
A freely deformable plane, rectangle, polygon
Draws a rectangle using the full WebGL canvas size
Convert vertices of a geometry to a data texture
Draw a simple grid of lines
generate a rectangular mesh where the height is defined by the luminance of an image
generates a helix, spiral spline
Renders a icosahedron (polyhedron with 20 faces)
Draw a line between two points
Draw the same mesh multiple times on the GPU
Creates a 3d mesh from a 2d area expressions
visualize an array of coordinates as points
Visualize a RGB texture as XYZ coordinates as points
Generate polyhedron meshes
Warp a texture mapped quad (projection mapping)
Draws a rectangle with rounded corners
draw a rectangle (plane, square)
Draws a simple spline only one pixel wide
Simple Wireframe Line Renderer
Draw parameterizable sphere
draw a star mesh (saw,gear)
Draws text in 3d space using one of the font ops
Draw a torus (doughnut, donut, ring mesh)
Draws multiple triangles using coordinates from an array
A sphere mesh with uniform distributed vertices
render mesh normals as colors
A material without shading
display texture and replace a color with transparency
Write your own custom shader
draw meshes using the cables error material shader
visualize which faces are facing the camera
Easy to use image based lighting Material
Test if the mouse hovers over drawn elements
Test if following meshes are picked by the picker
Draw all vertices as points / circles
draw meshes using XYZ position coordinates as RGB color
set a uniform value of the current shader
set a uniform value of the current shader
render a shader into a texture
view current shader source code
Switch between two shaders
draw a mesh showing only it's vertex colors
visually debug vertices of your 3D geometry
Renders following meshes as wireframes
do not draw pixels inside a defined 3d area
rotate vertices in an area around a center point
Scales the size of meshes within the area of influence
Translate object positions with a noise function
Change the position of all meshes inside of the area of influence
bend objects along an axis
clamp/restrict the vertex position to min/max values per axis
Colorize all meshes around current position
colorize instanced meshes by picking random color from a texture
deform a spherical area of a mesh
discard transparent pixels in material textures
explode a (divided) mesh in the direction of faces normals
Fog as a shadereffect applied to a material
add fresnel glow to any material
displace positions of instanced meshes using a texture
displace position of instanced object by perlin noise value
colorize instanced meshes using a texture
discard pixel if texture coordinate is below threshold
3d space noise for mesh materials
vertex shader modulo operation on vertex position
Displace vertices using perlin noise animation
select textures to render to
Scale vertices of an object in the direction of face normals
add shadow capabilities to any material
Deform a mesh along a spline
texture projection on meshes
Transform and repeat texture coordinates of a mesh via vertex shader
transform vertices of a mesh via vertex shader
twist a mesh around an axis
Use vertex color as basecolor/diffuse color
Use mesh vertexcolor as Alpha/Opacity
Displace the vertices of a mesh with the pixels brightness values from a texture
only draw the first X vertices of a mesh
set vertex positions of a mesh from a texture
sine wave vertex displacement
Convert a RGBE texture to HDR/floating point texture
Modify current alpha/opacity
Set alphachannel of current imagecompose via a texture mask
Blur the pixels of an image
Draws a Border (rectangular frame) around the current ImageCompose
adjust image brightness and contrast
bulge and pinch an image (deform,stretch,distort)
Draw a checkerboard pattern
simulating lens effect by shifting rgb channels
Draw 2d circle into texture
Clamps a texture to min and max values - Also has remap modes
Increase contrast in midtones
change intensity of r,g,b channels
enable disable RGB color channels
Map the range of color number values to another
colorize a black and white image using a gradient texture
fill image using a color (overlay)
Denoise texture effect - used to smooth out noisy images
draws a gradient from white to black back to white over distance of the scene
draw the content of a depth texture
Remove colors from image / greyscale
convert color to black and white patterns
Draws an image into a composition
Draw only the edges of an image
post processing antialiasing
Blurs a texture - cheap and fast
flip the image on x or y axis
Convert a Float32 bit/HDR texture to RGBE format (only positive numbers)
add post processing fog (nebula) to a scene
Allows for Gamma correction of a texture
Draws a simple gradient between three colors
Make one pixel lines thicker via postprocessing
Adjust Hue of current ImageCompose
Adjust aspect ratio of an image compose branch
capture the current state of an imageCompose branch by copying the texture
Compose Images and effects as layers to generate new Images
apply color filter/effects by using a lookup texture
Creates a lens dirt like texture
Creates a procedural texture simulating scratches on a lens
adjust levels to correct the tonal range of an image
Remove darkest or brightest parts of the image
draw multiple images at once
map a pattern to value levels of your texture
fill image with one color picked at a position
visualize the difference of neighbouring pixels (slope)
Changes color lookup for every pixel using a displacement map
display texture using polar/radial coordinate system
simulate lens flare effect
Offsets the xy components of an RGB texture
Draw a 2D rectangle with controllable parameters
Remove alpha information from image
multiply image colors by color channel
Convert a RGB Texture to Hue/Saturation/Lightness values as RGB colors
Draw round corners around image (border)
screen space ambient occlusion
Generates different 2d shapes to use as a texture
skew / stretch an image by rendering scaled sides
Create a texture of stripes /lines
modulo pixel color values
render the difference of two textures
Convert a black and white map to a normal map
Creates a twirl/swirl/spiral effect in a texture
adjust vibrance/saturation
Simulating an old camera effect of fading away the edges of the image
Generate different texture waveforms. Sine, sawtooth and triangle.
Generates 4 different waveform textures. Sine, sawtooth,Triangle, Square.
waving wobble motion effect
apply simple mathematical functions on pixels color values
transform RGB values interpreted as XYZ coordinates
fractional brownian motion noise
Creates a black and white glitched texture to use for displacement
Creates a hexagonal noise texture
Multilayer perlin noise variation
Draw perlin noise into an image
noise made from triangles
Converts a base-64 image string into a texture
Simple texture filled with one color
combine multiple textures into one by copying colorchannels
copy a texture and optionally resize it
A very simple empty texture
load .exr floating point texture files
draw a graph of a value into a texture
graphical representation of distribution of color in a texture
Create a RGB color palette using an array
Switch between different textures
Generates a texture of Text using one of the font ops
Outputs information about the connected texture
Load a SVG image and convert to a texture of pixels
Converts a texture into a base-64 image string
convert a texture to a 3d coordinate grid storing coordinates in texture RGB channels
Play a video file and use it as a texture
Use your webcam camera as a texture