The Universal Transition Shader is a Godot shader that provides a wide variety of transition effects (wipes, fades, masks, shapes, and clock wipes) with extensive customization options. It uses a grid system to allow for complex patterns like staggering, mirroring, and cell-based animations. The shader is self-contained and can be applied to any CanvasItem in Godot, making it a reusable tool for game developers and creators.
milli.nvim is a Neovim plugin for animated ASCII splash screens. It provides both pre-rendered splash animations (like fire, blackhole, skeleton) and live procedural shaders (plasma, rain, doomfire, starfield) all implemented in pure Lua using Neovim’s extmarks for coloring. The plugin integrates seamlessly with popular dashboard plugins (dashboard-nvim, alpha-nvim, snacks.nvim, mini.starter) via autocmds and preset functions. It also includes a community registry for sharing splash data, with a sandboxed loading mechanism to prevent arbitrary code execution. The codebase demonstrates careful engineering: anchor-based positioning to handle variable terminal sizes, color-run optimisation to stay within Neovim’s highlight-group limit (E849), and deterministic pseudorandom number generation in shaders to avoid corrupting math.random. The external CLI tool (npm package `milli`) allows users to generate their own splashes from images or GIFs, and the data format is simple and portable. Overall, it is a well-crafted, feature-rich plugin with clear architecture and several reusable patterns.
This repository is an Android library for GPU-accelerated real-time image and video processing, named 'android-gpuimage-plus' (CGE engine). It provides a comprehensive set of OpenGL ES shader-based filters (brightness, contrast, hue, saturation, vignette, sketch, liquify, color mapping, LUT, etc.) and a filter chain pipeline for applying multiple effects. The library supports camera preview with live filters, video playback with effects, and video recording to MP4 using an optional FFmpeg backend. It includes a demo application (cgeDemo) showcasing all features, including image editing, camera capture, video player, and face tracking (stub). The architecture is a Java/Kotlin API layer with JNI wrappers to a native C++ core that manages OpenGL ES contexts, shader programs, and frame buffer objects. External dependencies include OpenGL ES 2.0/3.0, optional FFmpeg (version 3.4.8), and Android Camera1/CameraX APIs. The library is published as an AAR artifact with variants for different page sizes (4KB and 16KB) and optional video module.
This repository is a Unity shader asset package (com.llcheesell.led_screen_shader) that provides a high-fidelity, multi-pipeline HLSL shader for simulating LED displays. It supports both HDRP and URP pipelines (with a built-in fallback marked as unsupported), featuring subpixel RGB masking, procedural pattern generation (honeycomb, stripe, rectangle), screen-space density fade for anti-aliasing, cabinet grid with brightness variance, hotspot/glow effects, and TAA ghost prevention via motion vector invalidation. The package includes a custom material inspector GUI with foldable property sections, a migration tool to automatically detect and upgrade legacy Shader Graph materials, sample scenes with post-processing volumes, and detailed textures. The shader is designed for real-time rendering of realistic LED panels in architectural visualization, broadcast, or simulation contexts.
modV is a desktop application for real-time audio-visual synthesis and effects processing. Built with Electron, Vue.js, and WebGL, it provides a modular environment where users can create chains of visual modules (2D, 3D, shader-based) that react to audio, MIDI, or user-defined parameters. The application features a dual-store Vuex architecture (main and worker processes) to keep the UI responsive while handling intensive graphics and audio processing in a background thread. Key capabilities include audio feature extraction via Meyda, MIDI input mapping, a plugin system for extensibility, and a preset system with seamless state switching. The project emphasizes real-time performance and flexibility for VJs, artists, and live visual performers.
threeify is a TypeScript monorepo providing a WebGL2-based 3D rendering library with a focus on physically-based rendering (PBR), glTF support, and modular architecture. It is loosely derived from three.js but aims for a more modern, tree-shakeable design with native WebGL2 abstractions. The library includes a comprehensive math package (vectors, matrices, quaternions, colors, bounding volumes), a scene graph with cameras, lights, and materials (including clearcoat, sheen, transmission, and anisotropic extensions), a renderer with post-processing effects (tone mapping, Gaussian blur, bloom, cubemap background), a 2D layer compositor with blend modes and panorama support, and a custom GLSL-to-TypeScript transpiler for shader management. The codebase is organized into packages (core, math, scene, layer-compositor) and tools, with over 50 interactive examples demonstrating various rendering techniques. External dependencies include WebGL2 and browser APIs; the library is still in development and not yet recommended for production use.
Yasea is an Android live-streaming library and demo application that captures camera video and microphone audio, applies real-time GPU image filters, hardware-encodes to H.264/AAC via MediaCodec, muxes into FLV, and publishes over RTMP to servers such as SRS. The main entry point is SrsPublisher, which orchestrates SrsCameraView (an OpenGL ES preview surface), SrsEncoder (MediaCodec lifecycle and format negotiation), SrsFlvMuxer (FLV-over-RTMP publishing), and SrsMp4Muxer (simultaneous MP4 recording). The demo app (MainActivity) provides a working UI for URL entry, publish/pause, camera switching, recording, and filter selection. Architecturally, the repo is a Gradle project with two modules: a reusable Android library (library/) and a demo app (app/). The library is a monolith that bundles large vendored third-party codebases as source: Google's libyuv (native YUV/RGB conversion and scaling), mp4parser (ISO BMFF/MP4 parsing and authoring), simple-rtmp (RTMP client protocol), and MagicCamera (40+ GPU image filters with GLSL shaders). The repo's own code is the net.ossrs.yasea package, which integrates these pieces: camera frames flow through the GLSurfaceView filter chain as RGBA, are converted to I420/NV12 by the libenc JNI bridge (libenc.cc wrapping libyuv), encoded by MediaCodec, and muxed to FLV/MP4. Audio is captured via AudioRecord and encoded to AAC. Despite a recent commit, the codebase is frozen in the 2017-2020 Android era: compileSdk/targetSdk 26, Android support library 26.1.0, the deprecated Camera API, Gradle 6.5 with AGP 4.1.1, and a mips ABI that modern NDKs no longer support. The native build is commented out in library/build.gradle, and 285 open issues remain. Technical drift is high. This is purely an application/library repo - no data pipelines, notebooks, or research components.
This repository is an extensive collection of over 500 standalone shader examples, compute shader implementations, and supporting C# scripts for Unity, authored by Przemysław Zaworski. It covers a wide breadth of real‑time graphics techniques including raymarching, procedural texture generation, vertex/tessellation/geometry shaders, compute‑based physics, image post‑processing (bloom, HDR, SSAO), fluid simulation, grid‑based simulations (Voronoi, Marching Cubes), and advanced rendering like DirectX Raytracing path tracing. The codebase is primarily educational and demonstrative; each file typically implements a single effect or technique in a self‑contained manner, often with references to original Shadertoy sources, ReShade conversions, or published papers. While many examples are functional and well‑structured, others include incomplete fixes or stale comments, and overall the repository serves as a large reference library rather than a production application. The quality is average—many components are boileplate‑heavy ports—but several pieces, such as the Marching Cubes compute shader with indirect draw, the multipass fluid simulation, and the volume rendering tools, exhibit solid craftsmanship and are extractable for reuse.