This are GLSL examples of how to use LYGIA Shader Library. You can try them using:
Clone this repository recursivelly
git clone --recursive https://github.com/patriciogonzalezvivo/lygia_examples.git
glslViewer draw_digits.frag -l
glslViewer filter_boxBlur1D.frag assets/danny.png -e buffers,on -l
filter_boxBlur2D:
glslViewer filter_boxBlur2D.frag assets/danny.png -l
glslViewer filter_gaussianBlur1D.frag assets/danny.png -e buffers,on -l
glslViewer filter_gaussianBlur2D.frag assets/danny.png -l
glslViewer filter_bilateralBlur2D.frag assets/danny.png -l
glslViewer filter_radialBlur2D.frag assets/danny.png -l
glslViewer filter_noiseBlur2D.frag assets/danny.png -l
glslViewer filter_median2D.frag assets/danny.png -l
glslViewer filter_kuwahara2D.frag assets/danny.png -l
glslViewer filter_sharpen2D.frag assets/danny.png -l
glslViewer filter_laplacian2D.frag assets/danny.png -l
glslViewer filter_edge2D.frag assets/danny.png -l
glslViewer assets/dragon.obj lighting_gooch.frag -e camera_position,1.43923,-0.891203,-1.98093 -l
glslViewer assets/dragon.obj lighting_pbrLittle.frag -e camera_position,1.43923,-0.891203,-1.98093 -l
glslViewer assets/dragon.obj lighting_pbrLittle.frag -e camera_position,1.43923,-0.891203,-1.98093 -C assets/uffizi_cross.hdr -e dynamic_shadows,on -l
glslViewer lighting_raymarching.frag -e camera_position,-29.5393,-26.2406,-42.1865 -l
glslViewer lighting_raymarching_pbr.frag -e camera_position,-29.5393,-26.2406,-42.1865 -l
glslViewer lighting_raymarching_pbr.frag -e camera_position,-29.5393,-26.2406,-42.1865 -C assets/uffizi_cross.hdr -l
glslViewer lighting_raymarching_glass.frag -e camera_position,-29.5393,-26.2406,-42.1865 -l
glslViewer lighting_raymarching_glass.frag -e camera_position,-29.5393,-26.2406,-42.1865 -C assets/uffizi_cross.hdr -l
glslViewer lighting_raymarching_volume.frag -e camera_position,-29.5393,-26.2406,-42.1865 -l