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author | pommicket <pommicket@gmail.com> | 2023-08-02 22:52:45 -0400 |
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committer | pommicket <pommicket@gmail.com> | 2023-08-02 22:52:45 -0400 |
commit | 4215b64f2694a3e4d6fc70315b2abfb37cc36496 (patch) | |
tree | 1f42a2a479d33bb0e9a5c21fd74478716d8b9d21 /README.md | |
parent | ba75c5d98896d95f238976a35526f22af77e2a46 (diff) |
better sinusoidal noise among other things
Diffstat (limited to 'README.md')
-rw-r--r-- | README.md | 18 |
1 files changed, 18 insertions, 0 deletions
diff --git a/README.md b/README.md new file mode 100644 index 0000000..9b9896a --- /dev/null +++ b/README.md @@ -0,0 +1,18 @@ +## fractiform + +online shader thingamabob + +### JS features + +i have been pretty liberal about using modern javascript; +even though this could in theory run on IE it doesn't +(in particular it is very nice to have template literals). +that said, try to only use features that have at least as much +support as webgl2 (i.e. >94%). + +no, i do not want to use a "poly-fill". + +we use webgl2 (and consequently GLSL ES 3.00) because: +- having non-constant loops in shaders is nice +- there aren't that many browsers that support webgl and ES6 but not webgl2 (looking at caniuse.com, they probably + make up around 2% of browser usage) |