create a texture from an array of number values
change how colors are mixed (blending/mixing modes)
check if webgl canvas element is in the current browser viewport
the size of the canvas in pixels, aspect ratio and pixel density
convert a canvas to texture
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
translate away from a point in space
Download a texture as an image file
draw texture mapping coordinates
Open a new window that shows a copy of the patch canvas
Load MSDF Font data and texture to use
Resize canvas element to a specific pixel size or aspect ratio
Will only allow an Object to to be output if the the pass through parameter evaluates to true
set gl blendmodes directly
information about the webgl context
force rendering of meshes using points,lines or triangles
texture containing a colour gradient that can be altered with an editor
transform and arrange elements into a grid
reset all transforms (modelmatrix)
reset the view matrix (cameras etc.)
play a image sprite animation
An area which is interactive
Render Multiple Layers in a specific order
A Simple way to write text on the screen.
Trigger other ops once every frame to create smooth animations
Record the renderer-output to video
Draw the same mesh multiple times on the GPU
morph from one geometry to another
convert screen pixel coordinates to range 0-1
outputs the first valid texture of the input ports
Orthogonal projection / objects in distance don't appear smaller (isometric)
Force a manually set viewport size for connected ops
Show WebGl Performance Statistics
Measure the time used to execute all child ops
Adjust FOV, field of view, and frustum clipping
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
record, render an animation and save as webm video file or png image sequence
Render a geometry as mesh
render to multiple textures at the same time
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
draw text using the FontMSDF operator
Load an image as a texture
create an array of textures
load multiple images into an array
load multiple texture from filenames given as an array
get the color of a pixel in a texture
extract colors from a texture
generate an array3 of grid positions from a texture
Create points by sampling texture
will trigger when canvas was resized
output current input texture or a default texture
Outputs current viewport size
generate a cubemap from 6 textures
use a cubemap or equirectangular texture as a material
visualize cubemap as folded texture or equirectangular texture
convert an equirectangular map to a cubemap
render a scene into a cubemap
render an equirectangular map or a cubemap as scene background
Test if a boundingbox could be visible in the current viewport
Calculate a bounding box from a geometry
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
output some infos about the current parent GLTF scene
switch between meshes e.g. like a stop motion animation
render weighted morph targets/shape keys from a gltf file
Control a single node from the GLTFscene op
sine animate gltf nodes by a filter
Get the transform from the GLTFscene op
output all transformations of nodes starting with [search]
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
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
fill image using a color (overlay)
change intensity of r,g,b channels
enable disable RGB color channels
colorize a black and white image using a gradient texture
Denoise texture effect - used to smooth out noisy images
draw the content of a depth texture
draws a gradient from white to black back to white over distance of the scene
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
Blurs a texture - simple 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
post processing antialiasing
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
Compose Images and effects as layers to generate new Images
Adjust aspect ratio of an image compose branch
capture the current state of an imageCompose branch by copying the 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
apply color filter/effects by using a lookup texture
simple mix/fade of two input images
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
Set random numbers into an imagecompose
draws a 2d rectangle into a texture.
Remove alpha information from image
multiply image colors by color channel
Offsets the xy components of an RGB texture
Convert a RGB Texture to Hue/Saturation/Lightness values as RGB colors
Draw round corners around image (border)
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
Generates 4 different waveform textures. Sine, sawtooth,Triangle, Square.
Generate different texture waveforms. Sine, sawtooth and triangle.
waving wobble motion effect
Map the range of color number values to another
normalize texture rgb values
Convert a RGBE texture to HDR/floating point texture
apply simple mathematical functions on pixels color values
Execute a glsl code math expression in a image compose
transform RGB values interpreted as XYZ coordinates
Round number values of texture color channels
compare and pass through of color channel values
fractional brownian motion noise
Render "gabor noise" into a texture
Creates a black and white glitched texture to use for displacement
Creates a hexagonal noise
Multilayer perlin noise variation
Draw perlin noise into an image
Render "shard noise" into a texture
noise made from triangles
animate values in a matrix to a new matrix
interpolate position on a spline/array3x
render lots of particles following a path/spline/array3x
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
Scale all child objects (scaleXYZ)
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)
transform a matrix (mat4)
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
Rule of thirds image composition helper
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)
draw a rectangle (plane, square)
nine slice image format texture mapped rectangle
Draws a rectangle with rounded corners
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)
A sphere mesh with uniform distributed vertices
PBR image based lighting setup
PBR/Physical Based Rendering Material for realistic materials
ambient light for phong material shading
Directional light for phong shading
A shaded material for lighting objects
Point light for phong shading
reset lights for everything triggered after
spot light that emits a cone of light
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
Minify GLSL shader source code
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
view current shader source code
read back all uniforms values of the current bound shader
render a shader into a texture
Switch between two shaders
Draw a mesh, showing only its 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
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
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
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 transparent texture with an opacity of 0
load .exr floating point texture files
draw a graph of a value into a texture
graphical representation of distribution of color in a texture
combine multiple textures into one by copying colorchannels
Create a RGB color palette using an array
screen space ambient occlusion from depth texture
Switch between multiple textures
Switch between different textures
Generates a texture of Text using one of the font ops
Information about Textures in an array
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