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THE BOOK OF SHADERS
The Book of Shaders. Image processing. Textures. Graphic cards (GPUs) have special memory types for images. Usually on CPUs images are stored as arrays of bytes but GPUs store images as sampler2D which is more like a table (or matrix) of floating point vectors. More interestingly, the values of this table of vectors are continuous. THE BOOK OF SHADERS: HELLO WORLD! The Book of Shaders: Hello world! Hello World. Usually the "Hello world!" example is the first step to learning a new language. It's a simple one-line program that outputs an enthusiastic welcoming message and declares opportunities ahead. In GPU-land rendering text is an overcomplicated task for a first step, instead we'll choose a bright THE BOOK OF SHADERS: RANDOMSEE MORE ON THEBOOKOFSHADERS.COM THE BOOK OF SHADERS: SHAPES Uncomment lines 21-22 and see how we invert the st coordinates and repeat the same step() function. That way the vec2(0.0,0.0) will be in the top right corner. This is the digital equivalent of flipping the page and repeating the previous procedure. Take note that in lines 18 and 22 all of the sides are being multiplied together. This is equivalent to writing: THE BOOK OF SHADERS: MORE NOISE Later in 2012 Inigo Quilez wrote an article on how to make precise Voronoi borders.. Inigo's experiments with Voronoi didn't stop there. In 2014 he wrote this nice article about what he calls voro-noise, a function that allows a gradual blend between regular noise and voronoi.In his words: "Despite this similarity, the fact is that the way the grid is used in both patterns is different. THE BOOK OF SHADERSTRANSLATE THIS PAGE 关于译者. tornote 翻译 00-05 及第 11 章。. Artrustee 翻译06-10 章。;
后续章节作者仍在撰写中,如果感兴趣可以在 github 上查看部分后续章节代码。 致谢. 感谢我的妻子 Jen Lowe, 感谢她无条件的支持、帮助以及编辑此书。. 感谢 Scott Murray 给予的启发和建议。. 感谢 Kenichi Yoneda (Kynd) 和 Sawako 的 日文 THE BOOK OF SHADERS: COLORSEE MORE ON THEBOOKOFSHADERS.COM THE BOOK OF SHADERS: NOISESEE MORE ON THEBOOKOFSHADERS.COM THE BOOK OF SHADERS: DOT dot () returns the dot product of two vectors, x and y. i.e., x ⋅y +x ⋅y + If x and y are the same the square root of the dot product is equivalent to the length of the vector. The input parameters can be floating scalars or float vectors. In case of floating scalars the dot function is trivial and returns the productof x and y.
THE BOOK OF SHADERSHOW TO RUN THE EXAMPLES ON A RASPBERRY PIHELLO WORLDTRANSLATION (RUSSIAN)COLORS Jen Lowe is an independent data scientist and data communicator at Datatelling where she brings together people + numbers + words. She teaches in SVA's Design for Social Innovation program, cofounded the School for Poetic Computation, taught Math for Artists at NYU ITP, researched at the Spatial Information Design Lab at Columbia University, and contributed ideas at the White HouseTHE BOOK OF SHADERS
The Book of Shaders. Image processing. Textures. Graphic cards (GPUs) have special memory types for images. Usually on CPUs images are stored as arrays of bytes but GPUs store images as sampler2D which is more like a table (or matrix) of floating point vectors. More interestingly, the values of this table of vectors are continuous. THE BOOK OF SHADERS: HELLO WORLD! The Book of Shaders: Hello world! Hello World. Usually the "Hello world!" example is the first step to learning a new language. It's a simple one-line program that outputs an enthusiastic welcoming message and declares opportunities ahead. In GPU-land rendering text is an overcomplicated task for a first step, instead we'll choose a bright THE BOOK OF SHADERS: SHAPES Uncomment lines 21-22 and see how we invert the st coordinates and repeat the same step() function. That way the vec2(0.0,0.0) will be in the top right corner. This is the digital equivalent of flipping the page and repeating the previous procedure. Take note that in lines 18 and 22 all of the sides are being multiplied together. This is equivalent to writing: THE BOOK OF SHADERS: RANDOMSEE MORE ON THEBOOKOFSHADERS.COM THE BOOK OF SHADERS: MORE NOISE Later in 2012 Inigo Quilez wrote an article on how to make precise Voronoi borders.. Inigo's experiments with Voronoi didn't stop there. In 2014 he wrote this nice article about what he calls voro-noise, a function that allows a gradual blend between regular noise and voronoi.In his words: "Despite this similarity, the fact is that the way the grid is used in both patterns is different. THE BOOK OF SHADERSTRANSLATE THIS PAGE 关于译者. tornote 翻译 00-05 及第 11 章。. Artrustee 翻译06-10 章。;
后续章节作者仍在撰写中,如果感兴趣可以在 github 上查看部分后续章节代码。 致谢. 感谢我的妻子 Jen Lowe, 感谢她无条件的支持、帮助以及编辑此书。. 感谢 Scott Murray 给予的启发和建议。. 感谢 Kenichi Yoneda (Kynd) 和 Sawako 的 日文 THE BOOK OF SHADERS: COLORSEE MORE ON THEBOOKOFSHADERS.COM THE BOOK OF SHADERS: NOISESEE MORE ON THEBOOKOFSHADERS.COM THE BOOK OF SHADERS: DOT dot () returns the dot product of two vectors, x and y. i.e., x ⋅y +x ⋅y + If x and y are the same the square root of the dot product is equivalent to the length of the vector. The input parameters can be floating scalars or float vectors. In case of floating scalars the dot function is trivial and returns the productof x and y.
THE BOOK OF SHADERS: WHAT IS A SHADER? That process is very similar to writing a letter or a book by hand - it is a set of instructions that do one task after another. Shaders are also a set of instructions, but the instructions are executed all at once for every single pixel on the screen. That means the code you write has to behave differently depending on the position of the THE BOOK OF SHADERS: HELLO WORLD! The Book of Shaders: Hello world! Hello World. Usually the "Hello world!" example is the first step to learning a new language. It's a simple one-line program that outputs an enthusiastic welcoming message and declares opportunities ahead. In GPU-land rendering text is an overcomplicated task for a first step, instead we'll choose a bright THE BOOK OF SHADERS: PATTERNS The Book of Shaders: Patterns. Patterns. Since shader programs are executed by pixel-by-pixel no matter how much you repeat a shape the number of calculations stays constant. This means that fragment shaders are particulary suitable for tile patterns. In this chapter we are going to apply what we've learned so far and repeat it along acanvas.
THE BOOK OF SHADERS: COLOR Right now all the channels go along the same line. Now, uncomment line number 25 and watch what happens. Then try uncommenting lines 26 and 27. Remember that the lines visualize the amount of colorA and colorB to mix per channel. You probably recognize the three shaping functions we are using on lines 25 to 27. THE BOOK OF SHADERS: RUNNING YOUR SHADER The Book of Shaders: Running your shader. Running your shader. As part of the construction of this book and my art practice I made an ecosystem of tools to create, display, share and curate shaders. These tools work consistently across Linux, MacOS, Windows and Raspberry Pi and browsers without the need of changing your code. THE BOOK OF SHADERS EDITOR The Book of Shaders Editor THE BOOK OF SHADERS: ABOUT THIS BOOK The Book of Shaders: about this book. The Book of Shaders by Patricio Gonzalez Vivo & Jen Lowe. THE BOOK OF SHADERS: UNIFORMS These inputs are called uniform and come in most of the supported types: float, vec2, vec3, vec4, mat2, mat3, mat4, sampler2D and samplerCube. Uniforms are defined with the corresponding type at the top of the shader right after assigning the default floating point precision. You can picture the uniforms like little bridges betweenthe CPU and
THE BOOK OF SHADERS: SHAPING FUNCTIONS Algorithmic drawing Shaping functions. This chapter could be named "Mr. Miyagi's fence lesson." Previously, we mapped the normalized position of x and y to the red and green channels. Essentially we made a function that takes a two dimensional vector (x and y) and returns a THE BOOK OF SHADERS: 2D MATRICES The Book of Shaders: 2D Matrices. The Book of Shaders by Patricio Gonzalez Vivo & Jen Lowe. Bahasa Indonesia - Tiếng Việt - 日本b語 - 中文版 - 한국어 - Español - Portugues - Français - Italiano - Deutsch - Русский - English. It does not appear your computer can support WebGL. Click here THE BOOK OF SHADERSHOW TO RUN THE EXAMPLES ON A RASPBERRY PIHELLO WORLDTRANSLATION (RUSSIAN)COLORS Jen Lowe is an independent data scientist and data communicator at Datatelling where she brings together people + numbers + words. She teaches in SVA's Design for Social Innovation program, cofounded the School for Poetic Computation, taught Math for Artists at NYU ITP, researched at the Spatial Information Design Lab at Columbia University, and contributed ideas at the White HouseTHE BOOK OF SHADERS
The Book of Shaders. Image processing. Textures. Graphic cards (GPUs) have special memory types for images. Usually on CPUs images are stored as arrays of bytes but GPUs store images as sampler2D which is more like a table (or matrix) of floating point vectors. More interestingly, the values of this table of vectors are continuous. THE BOOK OF SHADERS: RANDOMSEE MORE ON THEBOOKOFSHADERS.COM THE BOOK OF SHADERS: MORE NOISE Later in 2012 Inigo Quilez wrote an article on how to make precise Voronoi borders.. Inigo's experiments with Voronoi didn't stop there. In 2014 he wrote this nice article about what he calls voro-noise, a function that allows a gradual blend between regular noise and voronoi.In his words: "Despite this similarity, the fact is that the way the grid is used in both patterns is different.GLSL EDITOR
It does not appear your computer can support WebGL. Click here formore information. x
THE BOOK OF SHADERS: DOT dot () returns the dot product of two vectors, x and y. i.e., x ⋅y +x ⋅y + If x and y are the same the square root of the dot product is equivalent to the length of the vector. The input parameters can be floating scalars or float vectors. In case of floating scalars the dot function is trivial and returns the productof x and y.
THE BOOK OF SHADERS: FRACTALS Gentle step-by-step guide through the abstract and complex universe ofFragment Shaders.
THE BOOK OF SHADERS: STEP Description. step () generates a step function by comparing x to edge. For element i of the return value, 0.0 is returned if x < edge , and 1.0 is returned otherwise. It does not appear your computer can support WebGL. Click here for more information. THE BOOK OF SHADERS EDITOR The Book of Shaders Editor THE BOOK OF SHADERS: IVEC4 Description. ivec4 is an integer vector with four components. It can be initialized by: Providing a scalar value for each component. Providing one scalar value. This value is used for all components. Providing a combination of vectors and/or scalars. The respective values are used to initialize the vector. THE BOOK OF SHADERSHOW TO RUN THE EXAMPLES ON A RASPBERRY PIHELLO WORLDTRANSLATION (RUSSIAN)COLORS Jen Lowe is an independent data scientist and data communicator at Datatelling where she brings together people + numbers + words. She teaches in SVA's Design for Social Innovation program, cofounded the School for Poetic Computation, taught Math for Artists at NYU ITP, researched at the Spatial Information Design Lab at Columbia University, and contributed ideas at the White HouseTHE BOOK OF SHADERS
The Book of Shaders. Image processing. Textures. Graphic cards (GPUs) have special memory types for images. Usually on CPUs images are stored as arrays of bytes but GPUs store images as sampler2D which is more like a table (or matrix) of floating point vectors. More interestingly, the values of this table of vectors are continuous. THE BOOK OF SHADERS: RANDOMSEE MORE ON THEBOOKOFSHADERS.COM THE BOOK OF SHADERS: MORE NOISE Later in 2012 Inigo Quilez wrote an article on how to make precise Voronoi borders.. Inigo's experiments with Voronoi didn't stop there. In 2014 he wrote this nice article about what he calls voro-noise, a function that allows a gradual blend between regular noise and voronoi.In his words: "Despite this similarity, the fact is that the way the grid is used in both patterns is different.GLSL EDITOR
It does not appear your computer can support WebGL. Click here formore information. x
THE BOOK OF SHADERS: DOT dot () returns the dot product of two vectors, x and y. i.e., x ⋅y +x ⋅y + If x and y are the same the square root of the dot product is equivalent to the length of the vector. The input parameters can be floating scalars or float vectors. In case of floating scalars the dot function is trivial and returns the productof x and y.
THE BOOK OF SHADERS: FRACTALS Gentle step-by-step guide through the abstract and complex universe ofFragment Shaders.
THE BOOK OF SHADERS: STEP Description. step () generates a step function by comparing x to edge. For element i of the return value, 0.0 is returned if x < edge , and 1.0 is returned otherwise. It does not appear your computer can support WebGL. Click here for more information. THE BOOK OF SHADERS EDITOR The Book of Shaders Editor THE BOOK OF SHADERS: IVEC4 Description. ivec4 is an integer vector with four components. It can be initialized by: Providing a scalar value for each component. Providing one scalar value. This value is used for all components. Providing a combination of vectors and/or scalars. The respective values are used to initialize the vector. THE BOOK OF SHADERS: HELLO WORLD! The Book of Shaders: Hello world! Hello World. Usually the "Hello world!" example is the first step to learning a new language. It's a simple one-line program that outputs an enthusiastic welcoming message and declares opportunities ahead. In GPU-land rendering text is an overcomplicated task for a first step, instead we'll choose a bright THE BOOK OF SHADERS: WHAT IS A SHADER? That process is very similar to writing a letter or a book by hand - it is a set of instructions that do one task after another. Shaders are also a set of instructions, but the instructions are executed all at once for every single pixel on the screen. That means the code you write has to behave differently depending on the position of the THE BOOK OF SHADERS: SHAPES Uncomment lines 21-22 and see how we invert the st coordinates and repeat the same step() function. That way the vec2(0.0,0.0) will be in the top right corner. This is the digital equivalent of flipping the page and repeating the previous procedure. Take note that in lines 18 and 22 all of the sides are being multiplied together. This is equivalent to writing:THE BOOK OF SHADERS
Gentle step-by-step guide through the abstract and complex universe ofFragment Shaders.
THE BOOK OF SHADERS: COLOR Right now all the channels go along the same line. Now, uncomment line number 25 and watch what happens. Then try uncommenting lines 26 and 27. Remember that the lines visualize the amount of colorA and colorB to mix per channel. You probably recognize the three shaping functions we are using on lines 25 to 27. THE BOOK OF SHADERS EDITOR The Book of Shaders Editor THE BOOK OF SHADERS: NOISE All these improvements result in an algorithmic masterpiece known as Simplex Noise.The following is a GLSL implementation of this algorithm made by Ian McEwan and Stefan Gustavson (and presented in this paper) which is overcomplicated for educational purposes, but you will be happy to click on it and see that it is less cryptic than you might expect, and the code is short and fast. THE BOOK OF SHADERS: UNIFORMS These inputs are called uniform and come in most of the supported types: float, vec2, vec3, vec4, mat2, mat3, mat4, sampler2D and samplerCube. Uniforms are defined with the corresponding type at the top of the shader right after assigning the default floating point precision. You can picture the uniforms like little bridges betweenthe CPU and
THE BOOK OF SHADERS: TEXTURECUBE Description. The textureCube function returns a texel, i.e. the (color) value of the texture for the given coordinates. The function has one input parameter of the type samplerCube and one input parameter of the type vec3 : sampler, the uniform the texture is bound to, and coord, the 3-dimensional coordinates of the texel to look up. THE BOOK OF SHADERS: SQRT Gentle step-by-step guide through the abstract and complex universe ofFragment Shaders.
THE BOOK OF SHADERSHOW TO RUN THE EXAMPLES ON A RASPBERRY PIHELLO WORLDTRANSLATION (RUSSIAN)COLORS Jen Lowe is an independent data scientist and data communicator at Datatelling where she brings together people + numbers + words. She teaches in SVA's Design for Social Innovation program, cofounded the School for Poetic Computation, taught Math for Artists at NYU ITP, researched at the Spatial Information Design Lab at Columbia University, and contributed ideas at the White HouseTHE BOOK OF SHADERS
The Book of Shaders. Image processing. Textures. Graphic cards (GPUs) have special memory types for images. Usually on CPUs images are stored as arrays of bytes but GPUs store images as sampler2D which is more like a table (or matrix) of floating point vectors. More interestingly, the values of this table of vectors are continuous. THE BOOK OF SHADERS: PATTERNS The Book of Shaders: Patterns. Patterns. Since shader programs are executed by pixel-by-pixel no matter how much you repeat a shape the number of calculations stays constant. This means that fragment shaders are particulary suitable for tile patterns. In this chapter we are going to apply what we've learned so far and repeat it along acanvas.
THE BOOK OF SHADERS: RANDOMSEE MORE ON THEBOOKOFSHADERS.COM THE BOOK OF SHADERS: MORE NOISE Later in 2012 Inigo Quilez wrote an article on how to make precise Voronoi borders.. Inigo's experiments with Voronoi didn't stop there. In 2014 he wrote this nice article about what he calls voro-noise, a function that allows a gradual blend between regular noise and voronoi.In his words: "Despite this similarity, the fact is that the way the grid is used in both patterns is different. THE BOOK OF SHADERSTRANSLATE THIS PAGE 关于译者. tornote 翻译 00-05 及第 11 章。. Artrustee 翻译06-10 章。;
后续章节作者仍在撰写中,如果感兴趣可以在 github 上查看部分后续章节代码。 致谢. 感谢我的妻子 Jen Lowe, 感谢她无条件的支持、帮助以及编辑此书。. 感谢 Scott Murray 给予的启发和建议。. 感谢 Kenichi Yoneda (Kynd) 和 Sawako 的 日文 THE BOOK OF SHADERS: COLORSEE MORE ON THEBOOKOFSHADERS.COMGLSL EDITOR
It does not appear your computer can support WebGL. Click here formore information. x
THE BOOK OF SHADERS: NOISESEE MORE ON THEBOOKOFSHADERS.COM THE BOOK OF SHADERS EDITOR The Book of Shaders Editor THE BOOK OF SHADERSHOW TO RUN THE EXAMPLES ON A RASPBERRY PIHELLO WORLDTRANSLATION (RUSSIAN)COLORS Jen Lowe is an independent data scientist and data communicator at Datatelling where she brings together people + numbers + words. She teaches in SVA's Design for Social Innovation program, cofounded the School for Poetic Computation, taught Math for Artists at NYU ITP, researched at the Spatial Information Design Lab at Columbia University, and contributed ideas at the White HouseTHE BOOK OF SHADERS
The Book of Shaders. Image processing. Textures. Graphic cards (GPUs) have special memory types for images. Usually on CPUs images are stored as arrays of bytes but GPUs store images as sampler2D which is more like a table (or matrix) of floating point vectors. More interestingly, the values of this table of vectors are continuous. THE BOOK OF SHADERS: PATTERNS The Book of Shaders: Patterns. Patterns. Since shader programs are executed by pixel-by-pixel no matter how much you repeat a shape the number of calculations stays constant. This means that fragment shaders are particulary suitable for tile patterns. In this chapter we are going to apply what we've learned so far and repeat it along acanvas.
THE BOOK OF SHADERS: RANDOMSEE MORE ON THEBOOKOFSHADERS.COM THE BOOK OF SHADERS: MORE NOISE Later in 2012 Inigo Quilez wrote an article on how to make precise Voronoi borders.. Inigo's experiments with Voronoi didn't stop there. In 2014 he wrote this nice article about what he calls voro-noise, a function that allows a gradual blend between regular noise and voronoi.In his words: "Despite this similarity, the fact is that the way the grid is used in both patterns is different. THE BOOK OF SHADERSTRANSLATE THIS PAGE 关于译者. tornote 翻译 00-05 及第 11 章。. Artrustee 翻译06-10 章。;
后续章节作者仍在撰写中,如果感兴趣可以在 github 上查看部分后续章节代码。 致谢. 感谢我的妻子 Jen Lowe, 感谢她无条件的支持、帮助以及编辑此书。. 感谢 Scott Murray 给予的启发和建议。. 感谢 Kenichi Yoneda (Kynd) 和 Sawako 的 日文 THE BOOK OF SHADERS: COLORSEE MORE ON THEBOOKOFSHADERS.COMGLSL EDITOR
It does not appear your computer can support WebGL. Click here formore information. x
THE BOOK OF SHADERS: NOISESEE MORE ON THEBOOKOFSHADERS.COM THE BOOK OF SHADERS EDITOR The Book of Shaders Editor THE BOOK OF SHADERS: PATTERNS The Book of Shaders: Patterns. Patterns. Since shader programs are executed by pixel-by-pixel no matter how much you repeat a shape the number of calculations stays constant. This means that fragment shaders are particulary suitable for tile patterns. In this chapter we are going to apply what we've learned so far and repeat it along acanvas.
THE BOOK OF SHADERS: WHAT IS A SHADER? That process is very similar to writing a letter or a book by hand - it is a set of instructions that do one task after another. Shaders are also a set of instructions, but the instructions are executed all at once for every single pixel on the screen. That means the code you write has to behave differently depending on the position of the THE BOOK OF SHADERS: HELLO WORLD! The Book of Shaders: Hello world! Hello World. Usually the "Hello world!" example is the first step to learning a new language. It's a simple one-line program that outputs an enthusiastic welcoming message and declares opportunities ahead. In GPU-land rendering text is an overcomplicated task for a first step, instead we'll choose a bright THE BOOK OF SHADERS: COLOR Right now all the channels go along the same line. Now, uncomment line number 25 and watch what happens. Then try uncommenting lines 26 and 27. Remember that the lines visualize the amount of colorA and colorB to mix per channel. You probably recognize the three shaping functions we are using on lines 25 to 27. THE BOOK OF SHADERS: SHAPES Uncomment lines 21-22 and see how we invert the st coordinates and repeat the same step() function. That way the vec2(0.0,0.0) will be in the top right corner. This is the digital equivalent of flipping the page and repeating the previous procedure. Take note that in lines 18 and 22 all of the sides are being multiplied together. This is equivalent to writing: THE BOOK OF SHADERS: RUNNING YOUR SHADER The Book of Shaders: Running your shader. Running your shader. As part of the construction of this book and my art practice I made an ecosystem of tools to create, display, share and curate shaders. These tools work consistently across Linux, MacOS, Windows and Raspberry Pi and browsers without the need of changing your code. THE BOOK OF SHADERS: NOISE All these improvements result in an algorithmic masterpiece known as Simplex Noise.The following is a GLSL implementation of this algorithm made by Ian McEwan and Stefan Gustavson (and presented in this paper) which is overcomplicated for educational purposes, but you will be happy to click on it and see that it is less cryptic than you might expect, and the code is short and fast. THE BOOK OF SHADERS: ABOUT THIS BOOK The Book of Shaders: about this book. The Book of Shaders by Patricio Gonzalez Vivo & Jen Lowe. THE BOOK OF SHADERS: UNIFORMS These inputs are called uniform and come in most of the supported types: float, vec2, vec3, vec4, mat2, mat3, mat4, sampler2D and samplerCube. Uniforms are defined with the corresponding type at the top of the shader right after assigning the default floating point precision. You can picture the uniforms like little bridges betweenthe CPU and
THE BOOK OF SHADERS: SHAPING FUNCTIONS Algorithmic drawing Shaping functions. This chapter could be named "Mr. Miyagi's fence lesson." Previously, we mapped the normalized position of x and y to the red and green channels. Essentially we made a function that takes a two dimensional vector (x and y) and returns a THE BOOK OF SHADERSHOW TO RUN THE EXAMPLES ON A RASPBERRY PIHELLO WORLDTRANSLATION (RUSSIAN)COLORS Jen Lowe is an independent data scientist and data communicator at Datatelling where she brings together people + numbers + words. She teaches in SVA's Design for Social Innovation program, cofounded the School for Poetic Computation, taught Math for Artists at NYU ITP, researched at the Spatial Information Design Lab at Columbia University, and contributed ideas at the White HouseTHE BOOK OF SHADERS
The Book of Shaders. Image processing. Textures. Graphic cards (GPUs) have special memory types for images. Usually on CPUs images are stored as arrays of bytes but GPUs store images as sampler2D which is more like a table (or matrix) of floating point vectors. More interestingly, the values of this table of vectors are continuous. THE BOOK OF SHADERS: MORE NOISE Later in 2012 Inigo Quilez wrote an article on how to make precise Voronoi borders.. Inigo's experiments with Voronoi didn't stop there. In 2014 he wrote this nice article about what he calls voro-noise, a function that allows a gradual blend between regular noise and voronoi.In his words: "Despite this similarity, the fact is that the way the grid is used in both patterns is different. THE BOOK OF SHADERS: RANDOMSEE MORE ON THEBOOKOFSHADERS.COMGLSL EDITOR
It does not appear your computer can support WebGL. Click here formore information. x
THE BOOK OF SHADERS: DOT dot () returns the dot product of two vectors, x and y. i.e., x ⋅y +x ⋅y + If x and y are the same the square root of the dot product is equivalent to the length of the vector. The input parameters can be floating scalars or float vectors. In case of floating scalars the dot function is trivial and returns the productof x and y.
THE BOOK OF SHADERS: FRACTALS Gentle step-by-step guide through the abstract and complex universe ofFragment Shaders.
THE BOOK OF SHADERS EDITOR The Book of Shaders Editor THE BOOK OF SHADERS: TEXTURE2D Description. The texture2D function returns a texel, i.e. the (color) value of the texture for the given coordinates. The function has one input parameter of the type sampler2D and one input parameter of the type vec2 : sampler, the uniform the texture is bound to, and coord, the 2-dimensional coordinates of the texel to look up. There is an THE BOOK OF SHADERS: IVEC4 Description. ivec4 is an integer vector with four components. It can be initialized by: Providing a scalar value for each component. Providing one scalar value. This value is used for all components. Providing a combination of vectors and/or scalars. The respective values are used to initialize the vector. THE BOOK OF SHADERSHOW TO RUN THE EXAMPLES ON A RASPBERRY PIHELLO WORLDTRANSLATION (RUSSIAN)COLORS Jen Lowe is an independent data scientist and data communicator at Datatelling where she brings together people + numbers + words. She teaches in SVA's Design for Social Innovation program, cofounded the School for Poetic Computation, taught Math for Artists at NYU ITP, researched at the Spatial Information Design Lab at Columbia University, and contributed ideas at the White HouseTHE BOOK OF SHADERS
The Book of Shaders. Image processing. Textures. Graphic cards (GPUs) have special memory types for images. Usually on CPUs images are stored as arrays of bytes but GPUs store images as sampler2D which is more like a table (or matrix) of floating point vectors. More interestingly, the values of this table of vectors are continuous. THE BOOK OF SHADERS: MORE NOISE Later in 2012 Inigo Quilez wrote an article on how to make precise Voronoi borders.. Inigo's experiments with Voronoi didn't stop there. In 2014 he wrote this nice article about what he calls voro-noise, a function that allows a gradual blend between regular noise and voronoi.In his words: "Despite this similarity, the fact is that the way the grid is used in both patterns is different. THE BOOK OF SHADERS: RANDOMSEE MORE ON THEBOOKOFSHADERS.COMGLSL EDITOR
It does not appear your computer can support WebGL. Click here formore information. x
THE BOOK OF SHADERS: DOT dot () returns the dot product of two vectors, x and y. i.e., x ⋅y +x ⋅y + If x and y are the same the square root of the dot product is equivalent to the length of the vector. The input parameters can be floating scalars or float vectors. In case of floating scalars the dot function is trivial and returns the productof x and y.
THE BOOK OF SHADERS: FRACTALS Gentle step-by-step guide through the abstract and complex universe ofFragment Shaders.
THE BOOK OF SHADERS EDITOR The Book of Shaders Editor THE BOOK OF SHADERS: TEXTURE2D Description. The texture2D function returns a texel, i.e. the (color) value of the texture for the given coordinates. The function has one input parameter of the type sampler2D and one input parameter of the type vec2 : sampler, the uniform the texture is bound to, and coord, the 2-dimensional coordinates of the texel to look up. There is an THE BOOK OF SHADERS: IVEC4 Description. ivec4 is an integer vector with four components. It can be initialized by: Providing a scalar value for each component. Providing one scalar value. This value is used for all components. Providing a combination of vectors and/or scalars. The respective values are used to initialize the vector. THE BOOK OF SHADERS: RANDOM Above we are extracting the fractional content of a sine wave. The sin() values that fluctuate between -1.0 and 1.0 have been chopped behind the floating point, returning all positive values between 0.0 and 1.0.We can use this effect to get some pseudo-random values by "breaking" this sine wave into smaller pieces. THE BOOK OF SHADERS: WHAT IS A SHADER? That process is very similar to writing a letter or a book by hand - it is a set of instructions that do one task after another. Shaders are also a set of instructions, but the instructions are executed all at once for every single pixel on the screen. That means the code you write has to behave differently depending on the position of the THE BOOK OF SHADERS: HELLO WORLD! The Book of Shaders: Hello world! Hello World. Usually the "Hello world!" example is the first step to learning a new language. It's a simple one-line program that outputs an enthusiastic welcoming message and declares opportunities ahead. In GPU-land rendering text is an overcomplicated task for a first step, instead we'll choose a bright THE BOOK OF SHADERS: SHAPES Uncomment lines 21-22 and see how we invert the st coordinates and repeat the same step() function. That way the vec2(0.0,0.0) will be in the top right corner. This is the digital equivalent of flipping the page and repeating the previous procedure. Take note that in lines 18 and 22 all of the sides are being multiplied together. This is equivalent to writing:THE BOOK OF SHADERS
Gentle step-by-step guide through the abstract and complex universe ofFragment Shaders.
THE BOOK OF SHADERS: NOISE All these improvements result in an algorithmic masterpiece known as Simplex Noise.The following is a GLSL implementation of this algorithm made by Ian McEwan and Stefan Gustavson (and presented in this paper) which is overcomplicated for educational purposes, but you will be happy to click on it and see that it is less cryptic than you might expect, and the code is short and fast. THE BOOK OF SHADERS: UNIFORMS These inputs are called uniform and come in most of the supported types: float, vec2, vec3, vec4, mat2, mat3, mat4, sampler2D and samplerCube. Uniforms are defined with the corresponding type at the top of the shader right after assigning the default floating point precision. You can picture the uniforms like little bridges betweenthe CPU and
THE BOOK OF SHADERS: STEP Description. step () generates a step function by comparing x to edge. For element i of the return value, 0.0 is returned if x < edge , and 1.0 is returned otherwise. It does not appear your computer can support WebGL. Click here for more information. THE BOOK OF SHADERS EDITOR The Book of Shaders Editor THE BOOK OF SHADERS: SQRT Gentle step-by-step guide through the abstract and complex universe ofFragment Shaders.
THE BOOK OF SHADERSHOW TO RUN THE EXAMPLES ON A RASPBERRY PIHELLO WORLDTRANSLATION (RUSSIAN)COLORS Jen Lowe is an independent data scientist and data communicator at Datatelling where she brings together people + numbers + words. She teaches in SVA's Design for Social Innovation program, cofounded the School for Poetic Computation, taught Math for Artists at NYU ITP, researched at the Spatial Information Design Lab at Columbia University, and contributed ideas at the White HouseTHE BOOK OF SHADERS
The Book of Shaders. Image processing. Textures. Graphic cards (GPUs) have special memory types for images. Usually on CPUs images are stored as arrays of bytes but GPUs store images as sampler2D which is more like a table (or matrix) of floating point vectors. More interestingly, the values of this table of vectors are continuous. THE BOOK OF SHADERS: MORE NOISE Later in 2012 Inigo Quilez wrote an article on how to make precise Voronoi borders.. Inigo's experiments with Voronoi didn't stop there. In 2014 he wrote this nice article about what he calls voro-noise, a function that allows a gradual blend between regular noise and voronoi.In his words: "Despite this similarity, the fact is that the way the grid is used in both patterns is different. THE BOOK OF SHADERS: RANDOMSEE MORE ON THEBOOKOFSHADERS.COMGLSL EDITOR
It does not appear your computer can support WebGL. Click here formore information. x
THE BOOK OF SHADERS: DOT dot () returns the dot product of two vectors, x and y. i.e., x ⋅y +x ⋅y + If x and y are the same the square root of the dot product is equivalent to the length of the vector. The input parameters can be floating scalars or float vectors. In case of floating scalars the dot function is trivial and returns the productof x and y.
THE BOOK OF SHADERS: FRACTALS Gentle step-by-step guide through the abstract and complex universe ofFragment Shaders.
THE BOOK OF SHADERS EDITOR The Book of Shaders Editor THE BOOK OF SHADERS: TEXTURE2D Description. The texture2D function returns a texel, i.e. the (color) value of the texture for the given coordinates. The function has one input parameter of the type sampler2D and one input parameter of the type vec2 : sampler, the uniform the texture is bound to, and coord, the 2-dimensional coordinates of the texel to look up. There is an THE BOOK OF SHADERS: IVEC4 Description. ivec4 is an integer vector with four components. It can be initialized by: Providing a scalar value for each component. Providing one scalar value. This value is used for all components. Providing a combination of vectors and/or scalars. The respective values are used to initialize the vector. THE BOOK OF SHADERSHOW TO RUN THE EXAMPLES ON A RASPBERRY PIHELLO WORLDTRANSLATION (RUSSIAN)COLORS Jen Lowe is an independent data scientist and data communicator at Datatelling where she brings together people + numbers + words. She teaches in SVA's Design for Social Innovation program, cofounded the School for Poetic Computation, taught Math for Artists at NYU ITP, researched at the Spatial Information Design Lab at Columbia University, and contributed ideas at the White HouseTHE BOOK OF SHADERS
The Book of Shaders. Image processing. Textures. Graphic cards (GPUs) have special memory types for images. Usually on CPUs images are stored as arrays of bytes but GPUs store images as sampler2D which is more like a table (or matrix) of floating point vectors. More interestingly, the values of this table of vectors are continuous. THE BOOK OF SHADERS: MORE NOISE Later in 2012 Inigo Quilez wrote an article on how to make precise Voronoi borders.. Inigo's experiments with Voronoi didn't stop there. In 2014 he wrote this nice article about what he calls voro-noise, a function that allows a gradual blend between regular noise and voronoi.In his words: "Despite this similarity, the fact is that the way the grid is used in both patterns is different. THE BOOK OF SHADERS: RANDOMSEE MORE ON THEBOOKOFSHADERS.COMGLSL EDITOR
It does not appear your computer can support WebGL. Click here formore information. x
THE BOOK OF SHADERS: DOT dot () returns the dot product of two vectors, x and y. i.e., x ⋅y +x ⋅y + If x and y are the same the square root of the dot product is equivalent to the length of the vector. The input parameters can be floating scalars or float vectors. In case of floating scalars the dot function is trivial and returns the productof x and y.
THE BOOK OF SHADERS: FRACTALS Gentle step-by-step guide through the abstract and complex universe ofFragment Shaders.
THE BOOK OF SHADERS EDITOR The Book of Shaders Editor THE BOOK OF SHADERS: TEXTURE2D Description. The texture2D function returns a texel, i.e. the (color) value of the texture for the given coordinates. The function has one input parameter of the type sampler2D and one input parameter of the type vec2 : sampler, the uniform the texture is bound to, and coord, the 2-dimensional coordinates of the texel to look up. There is an THE BOOK OF SHADERS: IVEC4 Description. ivec4 is an integer vector with four components. It can be initialized by: Providing a scalar value for each component. Providing one scalar value. This value is used for all components. Providing a combination of vectors and/or scalars. The respective values are used to initialize the vector. THE BOOK OF SHADERS: RANDOM Above we are extracting the fractional content of a sine wave. The sin() values that fluctuate between -1.0 and 1.0 have been chopped behind the floating point, returning all positive values between 0.0 and 1.0.We can use this effect to get some pseudo-random values by "breaking" this sine wave into smaller pieces. THE BOOK OF SHADERS: WHAT IS A SHADER? That process is very similar to writing a letter or a book by hand - it is a set of instructions that do one task after another. Shaders are also a set of instructions, but the instructions are executed all at once for every single pixel on the screen. That means the code you write has to behave differently depending on the position of the THE BOOK OF SHADERS: HELLO WORLD! The Book of Shaders: Hello world! Hello World. Usually the "Hello world!" example is the first step to learning a new language. It's a simple one-line program that outputs an enthusiastic welcoming message and declares opportunities ahead. In GPU-land rendering text is an overcomplicated task for a first step, instead we'll choose a bright THE BOOK OF SHADERS: SHAPES Uncomment lines 21-22 and see how we invert the st coordinates and repeat the same step() function. That way the vec2(0.0,0.0) will be in the top right corner. This is the digital equivalent of flipping the page and repeating the previous procedure. Take note that in lines 18 and 22 all of the sides are being multiplied together. This is equivalent to writing:THE BOOK OF SHADERS
Gentle step-by-step guide through the abstract and complex universe ofFragment Shaders.
THE BOOK OF SHADERS: NOISE All these improvements result in an algorithmic masterpiece known as Simplex Noise.The following is a GLSL implementation of this algorithm made by Ian McEwan and Stefan Gustavson (and presented in this paper) which is overcomplicated for educational purposes, but you will be happy to click on it and see that it is less cryptic than you might expect, and the code is short and fast. THE BOOK OF SHADERS: UNIFORMS These inputs are called uniform and come in most of the supported types: float, vec2, vec3, vec4, mat2, mat3, mat4, sampler2D and samplerCube. Uniforms are defined with the corresponding type at the top of the shader right after assigning the default floating point precision. You can picture the uniforms like little bridges betweenthe CPU and
THE BOOK OF SHADERS: STEP Description. step () generates a step function by comparing x to edge. For element i of the return value, 0.0 is returned if x < edge , and 1.0 is returned otherwise. It does not appear your computer can support WebGL. Click here for more information. THE BOOK OF SHADERS EDITOR The Book of Shaders Editor THE BOOK OF SHADERS: SQRT Gentle step-by-step guide through the abstract and complex universe ofFragment Shaders.
THE BOOK OF SHADERSHOW TO RUN THE EXAMPLES ON A RASPBERRY PIHELLO WORLDTRANSLATION (RUSSIAN)COLORS Jen Lowe is an independent data scientist and data communicator at Datatelling where she brings together people + numbers + words. She teaches in SVA's Design for Social Innovation program, cofounded the School for Poetic Computation, taught Math for Artists at NYU ITP, researched at the Spatial Information Design Lab at Columbia University, and contributed ideas at the White HouseTHE BOOK OF SHADERS
The Book of Shaders. Image processing. Textures. Graphic cards (GPUs) have special memory types for images. Usually on CPUs images are stored as arrays of bytes but GPUs store images as sampler2D which is more like a table (or matrix) of floating point vectors. More interestingly, the values of this table of vectors are continuous. THE BOOK OF SHADERS: MORE NOISE Later in 2012 Inigo Quilez wrote an article on how to make precise Voronoi borders.. Inigo's experiments with Voronoi didn't stop there. In 2014 he wrote this nice article about what he calls voro-noise, a function that allows a gradual blend between regular noise and voronoi.In his words: "Despite this similarity, the fact is that the way the grid is used in both patterns is different. THE BOOK OF SHADERS: RANDOMSEE MORE ON THEBOOKOFSHADERS.COMGLSL EDITOR
It does not appear your computer can support WebGL. Click here formore information. x
THE BOOK OF SHADERS: DOT dot () returns the dot product of two vectors, x and y. i.e., x ⋅y +x ⋅y + If x and y are the same the square root of the dot product is equivalent to the length of the vector. The input parameters can be floating scalars or float vectors. In case of floating scalars the dot function is trivial and returns the productof x and y.
THE BOOK OF SHADERS: FRACTALS Gentle step-by-step guide through the abstract and complex universe ofFragment Shaders.
THE BOOK OF SHADERS EDITOR The Book of Shaders Editor THE BOOK OF SHADERS: TEXTURE2D Description. The texture2D function returns a texel, i.e. the (color) value of the texture for the given coordinates. The function has one input parameter of the type sampler2D and one input parameter of the type vec2 : sampler, the uniform the texture is bound to, and coord, the 2-dimensional coordinates of the texel to look up. There is an THE BOOK OF SHADERS: IVEC4 Description. ivec4 is an integer vector with four components. It can be initialized by: Providing a scalar value for each component. Providing one scalar value. This value is used for all components. Providing a combination of vectors and/or scalars. The respective values are used to initialize the vector. THE BOOK OF SHADERSHOW TO RUN THE EXAMPLES ON A RASPBERRY PIHELLO WORLDTRANSLATION (RUSSIAN)COLORS Jen Lowe is an independent data scientist and data communicator at Datatelling where she brings together people + numbers + words. She teaches in SVA's Design for Social Innovation program, cofounded the School for Poetic Computation, taught Math for Artists at NYU ITP, researched at the Spatial Information Design Lab at Columbia University, and contributed ideas at the White HouseTHE BOOK OF SHADERS
The Book of Shaders. Image processing. Textures. Graphic cards (GPUs) have special memory types for images. Usually on CPUs images are stored as arrays of bytes but GPUs store images as sampler2D which is more like a table (or matrix) of floating point vectors. More interestingly, the values of this table of vectors are continuous. THE BOOK OF SHADERS: MORE NOISE Later in 2012 Inigo Quilez wrote an article on how to make precise Voronoi borders.. Inigo's experiments with Voronoi didn't stop there. In 2014 he wrote this nice article about what he calls voro-noise, a function that allows a gradual blend between regular noise and voronoi.In his words: "Despite this similarity, the fact is that the way the grid is used in both patterns is different. THE BOOK OF SHADERS: RANDOMSEE MORE ON THEBOOKOFSHADERS.COMGLSL EDITOR
It does not appear your computer can support WebGL. Click here formore information. x
THE BOOK OF SHADERS: DOT dot () returns the dot product of two vectors, x and y. i.e., x ⋅y +x ⋅y + If x and y are the same the square root of the dot product is equivalent to the length of the vector. The input parameters can be floating scalars or float vectors. In case of floating scalars the dot function is trivial and returns the productof x and y.
THE BOOK OF SHADERS: FRACTALS Gentle step-by-step guide through the abstract and complex universe ofFragment Shaders.
THE BOOK OF SHADERS EDITOR The Book of Shaders Editor THE BOOK OF SHADERS: TEXTURE2D Description. The texture2D function returns a texel, i.e. the (color) value of the texture for the given coordinates. The function has one input parameter of the type sampler2D and one input parameter of the type vec2 : sampler, the uniform the texture is bound to, and coord, the 2-dimensional coordinates of the texel to look up. There is an THE BOOK OF SHADERS: IVEC4 Description. ivec4 is an integer vector with four components. It can be initialized by: Providing a scalar value for each component. Providing one scalar value. This value is used for all components. Providing a combination of vectors and/or scalars. The respective values are used to initialize the vector. THE BOOK OF SHADERS: RANDOM Above we are extracting the fractional content of a sine wave. The sin() values that fluctuate between -1.0 and 1.0 have been chopped behind the floating point, returning all positive values between 0.0 and 1.0.We can use this effect to get some pseudo-random values by "breaking" this sine wave into smaller pieces. THE BOOK OF SHADERS: WHAT IS A SHADER? That process is very similar to writing a letter or a book by hand - it is a set of instructions that do one task after another. Shaders are also a set of instructions, but the instructions are executed all at once for every single pixel on the screen. That means the code you write has to behave differently depending on the position of the THE BOOK OF SHADERS: HELLO WORLD! The Book of Shaders: Hello world! Hello World. Usually the "Hello world!" example is the first step to learning a new language. It's a simple one-line program that outputs an enthusiastic welcoming message and declares opportunities ahead. In GPU-land rendering text is an overcomplicated task for a first step, instead we'll choose a bright THE BOOK OF SHADERS: SHAPES Uncomment lines 21-22 and see how we invert the st coordinates and repeat the same step() function. That way the vec2(0.0,0.0) will be in the top right corner. This is the digital equivalent of flipping the page and repeating the previous procedure. Take note that in lines 18 and 22 all of the sides are being multiplied together. This is equivalent to writing:THE BOOK OF SHADERS
Gentle step-by-step guide through the abstract and complex universe ofFragment Shaders.
THE BOOK OF SHADERS: NOISE All these improvements result in an algorithmic masterpiece known as Simplex Noise.The following is a GLSL implementation of this algorithm made by Ian McEwan and Stefan Gustavson (and presented in this paper) which is overcomplicated for educational purposes, but you will be happy to click on it and see that it is less cryptic than you might expect, and the code is short and fast. THE BOOK OF SHADERS: UNIFORMS These inputs are called uniform and come in most of the supported types: float, vec2, vec3, vec4, mat2, mat3, mat4, sampler2D and samplerCube. Uniforms are defined with the corresponding type at the top of the shader right after assigning the default floating point precision. You can picture the uniforms like little bridges betweenthe CPU and
THE BOOK OF SHADERS: STEP Description. step () generates a step function by comparing x to edge. For element i of the return value, 0.0 is returned if x < edge , and 1.0 is returned otherwise. It does not appear your computer can support WebGL. Click here for more information. THE BOOK OF SHADERS EDITOR The Book of Shaders Editor THE BOOK OF SHADERS: SQRT Gentle step-by-step guide through the abstract and complex universe ofFragment Shaders.
日本語 - 中文版 - 한국어 - Español - Portugues - Français - Italiano - Deutsch - Русский -English
THE BOOK OF SHADERS
_by Patricio Gonzalez Vivo and JenLowe _
This is a gentle step-by-step guide through the abstract and complex universe of Fragment Shaders.CONTENTS
*
About this book
*
Getting started
* What is a shader?
* “Hello world!”* Uniforms
* Running your shader*
Algorithmic drawing
* Shaping functions
* Colors
* Shapes
* Matrices
* Patterns
*
Generative designs
* Random
* Noise
* Cellular noise
* Fractional brownian motion* Fractals
*
Image processing
* Textures
* Image operations
* Kernel convolutions* Filters
* Others effects
*
Simulation
* Pingpong
* Conway
* Ripples
* Water color
* Reaction diffusion*
3D graphics
* Lights
* Normal-maps
* Bump-maps
* Ray marching
* Environmental-maps (spherical and cube) * Reflect and refract*
Appendix: Other ways to use this book * How can I navigate this book offline? * How to run the examples on a Raspberry Pi? * How to print this book? * How can I collaborate? * An introduction for those coming from JS byNicolas Barradeau
*
Examples Gallery
* Glossary
ABOUT THE AUTHORS
Patricio Gonzalez Vivo (1982, Buenos Aires, Argentina) is a New York based artist and developer. He explores interstitial spaces between organic and synthetic, analog and digital, individual and collective. In his work he uses code as an expressive language with the intention of developing a bettertogether.
Patricio studied and practiced psychotherapy and expressive art therapy. He holds an MFA in Design & Technology from Parsons The New School, where he now teaches. Currently he works as a Graphic Engineer at Mapzen making openSource mapping tools.WebSite - Twitter
- GitHub
- Vimeo
- Flickr
Jen Lowe is an independent data scientist and data communicator at Datatelling where she brings together people + numbers + words. She teaches in SVA's Design for Social Innovation program, cofounded the School for Poetic Computation, taught Math for Artists at NYU ITP, researched at the Spatial Information Design Lab at Columbia University, and contributed ideas at the White House Office of Science and Technology Policy. She's spoken at SXSW and Eyeo. Her work has been covered by The New York Times and Fast Company. Her research, writing, and speaking explore the promises and implications of data and technology in society. She has a B.S. in Applied Math and a Master's in Information Science. Often oppositional, she's always on the side of love.WebSite - Twitter
- GitHub
ACKNOWLEDGEMENTS
Thanks Scott Murray for the inspiration andadvice.
Thanks Kenichi Yoneda (Kynd) , Nicolas Barradeau , Karim Naaji for contributing with support, good ideas andcode.
Thanks Kenichi Yoneda (Kynd) and Sawako for the Japanese translation(日本語訳)
Thanks Tong Li and Yi Zhangfor the Chinese
translation (中文版) Thanks Jae Hyun Yoo for the Korean translation (한국어) Thanks Nahuel Coppero (Necsoft) for the Spanish translation (español) Thanks Raphaela Protásio and Lucas Mendonça for the Portuguese translation(portugues)
Thanks Nicolas Barradeau and Karim Naaji for the French translation (français) Thanks Andrea Rovescalli for the Italian translation (italiano) Thanks Michael Tischer for the German translation (deutsch) Thanks Sergey Karchevskyfor the Russian
translation (russian) Thanks Andy Stanton for fixing and improving the pdf/epub export pipeline Thanks to everyone who has believed in this project and contributedwith fixes
or donations.
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