Published
Edited
Jun 12, 2018
2 stars
Hello, PGLiteINSEE ParquetHello, apcachDruidJS workerHello, OrbitWord Tour: 40k words and their friendsHello, spectral.jsHello, petite-vueHello, @thi.ng/grid-iteratorsHello, thumbhashHello, SwissGLHello, QOI (and glitches)Hello, orbHello, cosmographHello, TabulatorUsing d3.blur with PlotMath.cbrtHello debounceColorcetHello, gliiHello, Open MeteoHello, PyWaveletsHello, typesenseHello, libgifHello, kmeans-engineHappy anniversary, Project Gutenberg!Hello, fflateHello, ArchieML!Hello, d3-bboxCollideHello, jsgeoda!Hello, EDTF!Hello, protovis!Hello, placekeyHello, fuse.jsHello, Reorder.jsHello, shadow DOMjszipHello, procedural-glHello, qhullHello, genetic-jsDruidJSHello, Tippy.jsHello, paintWorkletBig πHello, AutoencoderHello, Shakespearean UUIDsHello, ccwt.jsHello, constrainautorHello, talismanHello, polygon-offsetHello p-queueHello async-poolHello rollup-plugin-asciiHello, algebra.jsHello, pixi.jsHello, d3-renderHello zip/unzipCumulative Wikipedia DonationsHTML <details>regl textureHello, npyjsHello protobufHello, pencil touchHello, LOESSHello html2canvaslegra mapscolor2cssHello, ecsy2D point distributionsHello, delatinThe gpu.js loopDijkstra’s shortest-path treeHello nojacko/Dijkstras-jsHello, tcort/dijkstrajsHello, lambdabaa/dijkstraHello, gpu.js v2Hello jsqrHello qrcodeHello SharedArrayBufferHello GamePad APIHello vtk.jsHello nd4jsHello BiofabricTravelling with a self-organizing mapHello glitchHello UMAP-jsHello pandemoniumHello iocaneHello JSON-editorHello d3-griddingHello mljs/knnWorkerHello lalolibImage to GPU.js
Image to blink.js
Tissot's indicatrixVega projectionsHello WebCLGLUsing d3-inertia with observableVideo contouring 3ngraph: pagerank, louvain…Union-FindPerceptron (simple statistics)mljsHello h3-jsEmoji FlagsHello, poisson-disk-sampling
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// the kernel runs for each pixel, with:
kernel = new blink.Kernel({
input: { in_rgba: buffer },
output: { out_rgba: buffer }
}, `void main() {
lowp uvec4 color = texture(in_rgba, bl_UV);
out_rgba = uvec4(color.r, 3u * color.g, 255u - color.b, 255u);
}`)
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draw = {
var fpsTime = performance.now(); mutable fps = 60;
const canvas = DOM.canvas(image.width, image.height),
ctx = canvas.getContext("2d");
while (true) {
mutable fps = (1 + mutable fps) * (1 + 0.000984 * (fpsTime - (fpsTime = performance.now())));
kernel.exec()
ctx.putImageData(image, 0, 0)
yield canvas;
}
}
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