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Graphik

Grafik + Graphite = Graphik

Graphik is a simple cross-platform rendering API designed for work in an internal game engine, alongside future porting of said engine.

The API is designed to simply abstract away stuff, and be similar to OpenGL, without being bound to OpenGL-only code.

This means implementing an API for e.g DirectX can be a little odd at times.

Shaders

Shaders are written in whatever language is native. Recommended method is to have a system to quickly substitute shaders whenever needed

Graphik.Audio

Grahik.Audio is a system to play back sound through whatever backend the system may support.
The library allows you to continuisly write a stream of floating point audio, and it is played back by whatever backend is in use.

This means you have to bring your own mixer.

Heads-up

Currently the only implementation of Graphik.Audio is for OpenAL, and it uses AL_EXT_float32, which only appears to be available if you have OpenAL Soft installed.
This means that by default, it doesn't work on windows.

About

Graphik is a simple lightweight cross-platform graphics library designed to work with multiple platforms

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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Repository files navigation

Graphik

Grafik + Graphite = Graphik

Graphik is a simple cross-platform rendering API designed for work in an internal game engine, alongside future porting of said engine.

The API is designed to simply abstract away stuff, and be similar to OpenGL, without being bound to OpenGL-only code.

This means implementing an API for e.g DirectX can be a little odd at times.

Shaders

Shaders are written in whatever language is native. Recommended method is to have a system to quickly substitute shaders whenever needed

Graphik.Audio

Grahik.Audio is a system to play back sound through whatever backend the system may support.
The library allows you to continuisly write a stream of floating point audio, and it is played back by whatever backend is in use.

This means you have to bring your own mixer.

Heads-up

Currently the only implementation of Graphik.Audio is for OpenAL, and it uses AL_EXT_float32, which only appears to be available if you have OpenAL Soft installed.
This means that by default, it doesn't work on windows.

About

Graphik is a simple lightweight cross-platform graphics library designed to work with multiple platforms

Resources

Stars

3 stars

Watchers

0 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Repository files navigation

Graphik

Grafik + Graphite = Graphik

Graphik is a simple cross-platform rendering API designed for work in an internal game engine, alongside future porting of said engine.

The API is designed to simply abstract away stuff, and be similar to OpenGL, without being bound to OpenGL-only code.

This means implementing an API for e.g DirectX can be a little odd at times.

Shaders

Shaders are written in whatever language is native. Recommended method is to have a system to quickly substitute shaders whenever needed

Graphik.Audio

Grahik.Audio is a system to play back sound through whatever backend the system may support.
The library allows you to continuisly write a stream of floating point audio, and it is played back by whatever backend is in use.

This means you have to bring your own mixer.

Heads-up

Currently the only implementation of Graphik.Audio is for OpenAL, and it uses AL_EXT_float32, which only appears to be available if you have OpenAL Soft installed.
This means that by default, it doesn't work on windows.

About

Graphik is a simple lightweight cross-platform graphics library designed to work with multiple platforms

Resources

Stars

3 stars

Watchers

0 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Repository files navigation

Graphik

Grafik + Graphite = Graphik

Graphik is a simple cross-platform rendering API designed for work in an internal game engine, alongside future porting of said engine.

The API is designed to simply abstract away stuff, and be similar to OpenGL, without being bound to OpenGL-only code.

This means implementing an API for e.g DirectX can be a little odd at times.

Shaders

Shaders are written in whatever language is native. Recommended method is to have a system to quickly substitute shaders whenever needed

Graphik.Audio

Grahik.Audio is a system to play back sound through whatever backend the system may support.
The library allows you to continuisly write a stream of floating point audio, and it is played back by whatever backend is in use.

This means you have to bring your own mixer.

Heads-up

Currently the only implementation of Graphik.Audio is for OpenAL, and it uses AL_EXT_float32, which only appears to be available if you have OpenAL Soft installed.
This means that by default, it doesn't work on windows.

About

Graphik is a simple lightweight cross-platform graphics library designed to work with multiple platforms

Resources

Stars

3 stars

Watchers

0 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

Repository files navigation

Graphik

Grafik + Graphite = Graphik

Graphik is a simple cross-platform rendering API designed for work in an internal game engine, alongside future porting of said engine.

The API is designed to simply abstract away stuff, and be similar to OpenGL, without being bound to OpenGL-only code.

This means implementing an API for e.g DirectX can be a little odd at times.

Shaders

Shaders are written in whatever language is native. Recommended method is to have a system to quickly substitute shaders whenever needed

Graphik.Audio

Grahik.Audio is a system to play back sound through whatever backend the system may support.
The library allows you to continuisly write a stream of floating point audio, and it is played back by whatever backend is in use.

This means you have to bring your own mixer.

Heads-up

Currently the only implementation of Graphik.Audio is for OpenAL, and it uses AL_EXT_float32, which only appears to be available if you have OpenAL Soft installed.
This means that by default, it doesn't work on windows.

About

Graphik is a simple lightweight cross-platform graphics library designed to work with multiple platforms

Resources

Stars

3 stars

Watchers

0 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

Graphik

Grafik + Graphite = Graphik

Graphik is a simple cross-platform rendering API designed for work in an internal game engine, alongside future porting of said engine.

The API is designed to simply abstract away stuff, and be similar to OpenGL, without being bound to OpenGL-only code.

This means implementing an API for e.g DirectX can be a little odd at times.

Shaders

Shaders are written in whatever language is native. Recommended method is to have a system to quickly substitute shaders whenever needed

Graphik.Audio

Grahik.Audio is a system to play back sound through whatever backend the system may support.
The library allows you to continuisly write a stream of floating point audio, and it is played back by whatever backend is in use.

This means you have to bring your own mixer.

Heads-up

Currently the only implementation of Graphik.Audio is for OpenAL, and it uses AL_EXT_float32, which only appears to be available if you have OpenAL Soft installed.
This means that by default, it doesn't work on windows.

About

Graphik is a simple lightweight cross-platform graphics library designed to work with multiple platforms

Resources

Stars

3 stars

Watchers

0 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

Graphik

Grafik + Graphite = Graphik

Graphik is a simple cross-platform rendering API designed for work in an internal game engine, alongside future porting of said engine.

The API is designed to simply abstract away stuff, and be similar to OpenGL, without being bound to OpenGL-only code.

This means implementing an API for e.g DirectX can be a little odd at times.

Shaders

Shaders are written in whatever language is native. Recommended method is to have a system to quickly substitute shaders whenever needed

Graphik.Audio

Grahik.Audio is a system to play back sound through whatever backend the system may support.
The library allows you to continuisly write a stream of floating point audio, and it is played back by whatever backend is in use.

This means you have to bring your own mixer.

Heads-up

Currently the only implementation of Graphik.Audio is for OpenAL, and it uses AL_EXT_float32, which only appears to be available if you have OpenAL Soft installed.
This means that by default, it doesn't work on windows.

About

Graphik is a simple lightweight cross-platform graphics library designed to work with multiple platforms

Resources

Stars

3 stars

Watchers

0 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content

Repository files navigation

Graphik

Grafik + Graphite = Graphik

Graphik is a simple cross-platform rendering API designed for work in an internal game engine, alongside future porting of said engine.

The API is designed to simply abstract away stuff, and be similar to OpenGL, without being bound to OpenGL-only code.

This means implementing an API for e.g DirectX can be a little odd at times.

Shaders

Shaders are written in whatever language is native. Recommended method is to have a system to quickly substitute shaders whenever needed

Graphik.Audio

Grahik.Audio is a system to play back sound through whatever backend the system may support.
The library allows you to continuisly write a stream of floating point audio, and it is played back by whatever backend is in use.

This means you have to bring your own mixer.

Heads-up

Currently the only implementation of Graphik.Audio is for OpenAL, and it uses AL_EXT_float32, which only appears to be available if you have OpenAL Soft installed.
This means that by default, it doesn't work on windows.

About

Graphik is a simple lightweight cross-platform graphics library designed to work with multiple platforms

Resources

Stars

3 stars

Watchers

0 watching

Forks

Releases

Packages

Used by

Contributors

Languages