Headless WebGL / OpenGL ES runtime for Node.js

This repo is under active development and is not production-ready. We are actively developing as an open source project.

Details

This project aims to provide a headless runtime for WebGL and OpenGL ES shaders under Node.js. This package will use the ANGLE engine to translate WebGL and OpenGL ES shaders to the target runtime. Please see the ANGLE project for more details on support.

Future plans include surfacing an API for running Compute Shaders and a OpenGL ES API. Patches are welcome!

Supported platforms

  • Mac OS
  • Windows
  • Linux

Creating a WebGL context

To create a new WebGLRenderingContext or WebGL2RenderingContext - simply include the package and call createWebGLRenderingContext():

constnodeGles=require('node-gles');constgl=nodeGles.binding.createWebGLRenderingContext();// Now, use `gl` for regular WebGL calls:consttex=gl.createTexture();gl.bindTexture(gl.TEXTURE_2D,texture);gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_WRAP_S,gl.CLAMP_TO_EDGE);gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_WRAP_T,gl.CLAMP_TO_EDGE);
...

Run demo

Clone this repo for current demos - examples coming soon

  • Float32 texture upload and download:
$ yarn ts-node src/tests/float_texture_upload_test.ts
...
buffer: Float32Array [ 0.5, 1.5, 2.5, 3.5 ]
  • Float16 texture upload and download:
$ yarn ts-node src/tests/half_float_texture_upload_test.ts
...
buffer: Float32Array [ 0.5, 1.5, 2.5, 3.5 ]
  • Unsigned byte texture upload and download:
$ yarn ts-node src/tests/unsigned_byte_texture_upload_test.ts
...
buffer: Uint8Array [ 1, 2, 3, 4 ]

Development

Build instructions are under heavy development and will include an Angle binary

This project currently requires ANGLE to be checked out and built in the same parent folder as this repo. Checkout and build ANGLE with the Debug setup. After ANGLE is built, run yarn for this project.

About

No description, website, or topics provided.

Resources

Code of conduct

Contributing

Security policy

Stars

330 stars

Watchers

17 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, '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" + '
Skip to content

Headless WebGL / OpenGL ES runtime for Node.js

This repo is under active development and is not production-ready. We are actively developing as an open source project.

Details

This project aims to provide a headless runtime for WebGL and OpenGL ES shaders under Node.js. This package will use the ANGLE engine to translate WebGL and OpenGL ES shaders to the target runtime. Please see the ANGLE project for more details on support.

Future plans include surfacing an API for running Compute Shaders and a OpenGL ES API. Patches are welcome!

Supported platforms

  • Mac OS
  • Windows
  • Linux

Creating a WebGL context

To create a new WebGLRenderingContext or WebGL2RenderingContext - simply include the package and call createWebGLRenderingContext():

constnodeGles=require('node-gles');constgl=nodeGles.binding.createWebGLRenderingContext();// Now, use `gl` for regular WebGL calls:consttex=gl.createTexture();gl.bindTexture(gl.TEXTURE_2D,texture);gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_WRAP_S,gl.CLAMP_TO_EDGE);gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_WRAP_T,gl.CLAMP_TO_EDGE);
...

Run demo

Clone this repo for current demos - examples coming soon

  • Float32 texture upload and download:
$ yarn ts-node src/tests/float_texture_upload_test.ts
...
buffer: Float32Array [ 0.5, 1.5, 2.5, 3.5 ]
  • Float16 texture upload and download:
$ yarn ts-node src/tests/half_float_texture_upload_test.ts
...
buffer: Float32Array [ 0.5, 1.5, 2.5, 3.5 ]
  • Unsigned byte texture upload and download:
$ yarn ts-node src/tests/unsigned_byte_texture_upload_test.ts
...
buffer: Uint8Array [ 1, 2, 3, 4 ]

Development

Build instructions are under heavy development and will include an Angle binary

This project currently requires ANGLE to be checked out and built in the same parent folder as this repo. Checkout and build ANGLE with the Debug setup. After ANGLE is built, run yarn for this project.

About

No description, website, or topics provided.

Resources

Code of conduct

Contributing

Security policy

Stars

330 stars

Watchers

17 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('^' + ".*" + '
Skip to content

Headless WebGL / OpenGL ES runtime for Node.js

This repo is under active development and is not production-ready. We are actively developing as an open source project.

Details

This project aims to provide a headless runtime for WebGL and OpenGL ES shaders under Node.js. This package will use the ANGLE engine to translate WebGL and OpenGL ES shaders to the target runtime. Please see the ANGLE project for more details on support.

Future plans include surfacing an API for running Compute Shaders and a OpenGL ES API. Patches are welcome!

Supported platforms

  • Mac OS
  • Windows
  • Linux

Creating a WebGL context

To create a new WebGLRenderingContext or WebGL2RenderingContext - simply include the package and call createWebGLRenderingContext():

constnodeGles=require('node-gles');constgl=nodeGles.binding.createWebGLRenderingContext();// Now, use `gl` for regular WebGL calls:consttex=gl.createTexture();gl.bindTexture(gl.TEXTURE_2D,texture);gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_WRAP_S,gl.CLAMP_TO_EDGE);gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_WRAP_T,gl.CLAMP_TO_EDGE);
...

Run demo

Clone this repo for current demos - examples coming soon

  • Float32 texture upload and download:
$ yarn ts-node src/tests/float_texture_upload_test.ts
...
buffer: Float32Array [ 0.5, 1.5, 2.5, 3.5 ]
  • Float16 texture upload and download:
$ yarn ts-node src/tests/half_float_texture_upload_test.ts
...
buffer: Float32Array [ 0.5, 1.5, 2.5, 3.5 ]
  • Unsigned byte texture upload and download:
$ yarn ts-node src/tests/unsigned_byte_texture_upload_test.ts
...
buffer: Uint8Array [ 1, 2, 3, 4 ]

Development

Build instructions are under heavy development and will include an Angle binary

This project currently requires ANGLE to be checked out and built in the same parent folder as this repo. Checkout and build ANGLE with the Debug setup. After ANGLE is built, run yarn for this project.

About

No description, website, or topics provided.

Resources

Code of conduct

Contributing

Security policy

Stars

330 stars

Watchers

17 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('^' + ".*" + '
Skip to content

Headless WebGL / OpenGL ES runtime for Node.js

This repo is under active development and is not production-ready. We are actively developing as an open source project.

Details

This project aims to provide a headless runtime for WebGL and OpenGL ES shaders under Node.js. This package will use the ANGLE engine to translate WebGL and OpenGL ES shaders to the target runtime. Please see the ANGLE project for more details on support.

Future plans include surfacing an API for running Compute Shaders and a OpenGL ES API. Patches are welcome!

Supported platforms

  • Mac OS
  • Windows
  • Linux

Creating a WebGL context

To create a new WebGLRenderingContext or WebGL2RenderingContext - simply include the package and call createWebGLRenderingContext():

constnodeGles=require('node-gles');constgl=nodeGles.binding.createWebGLRenderingContext();// Now, use `gl` for regular WebGL calls:consttex=gl.createTexture();gl.bindTexture(gl.TEXTURE_2D,texture);gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_WRAP_S,gl.CLAMP_TO_EDGE);gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_WRAP_T,gl.CLAMP_TO_EDGE);
...

Run demo

Clone this repo for current demos - examples coming soon

  • Float32 texture upload and download:
$ yarn ts-node src/tests/float_texture_upload_test.ts
...
buffer: Float32Array [ 0.5, 1.5, 2.5, 3.5 ]
  • Float16 texture upload and download:
$ yarn ts-node src/tests/half_float_texture_upload_test.ts
...
buffer: Float32Array [ 0.5, 1.5, 2.5, 3.5 ]
  • Unsigned byte texture upload and download:
$ yarn ts-node src/tests/unsigned_byte_texture_upload_test.ts
...
buffer: Uint8Array [ 1, 2, 3, 4 ]

Development

Build instructions are under heavy development and will include an Angle binary

This project currently requires ANGLE to be checked out and built in the same parent folder as this repo. Checkout and build ANGLE with the Debug setup. After ANGLE is built, run yarn for this project.

About

No description, website, or topics provided.

Resources

Code of conduct

Contributing

Security policy

Stars

330 stars

Watchers

17 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

Headless WebGL / OpenGL ES runtime for Node.js

This repo is under active development and is not production-ready. We are actively developing as an open source project.

Details

This project aims to provide a headless runtime for WebGL and OpenGL ES shaders under Node.js. This package will use the ANGLE engine to translate WebGL and OpenGL ES shaders to the target runtime. Please see the ANGLE project for more details on support.

Future plans include surfacing an API for running Compute Shaders and a OpenGL ES API. Patches are welcome!

Supported platforms

  • Mac OS
  • Windows
  • Linux

Creating a WebGL context

To create a new WebGLRenderingContext or WebGL2RenderingContext - simply include the package and call createWebGLRenderingContext():

constnodeGles=require('node-gles');constgl=nodeGles.binding.createWebGLRenderingContext();// Now, use `gl` for regular WebGL calls:consttex=gl.createTexture();gl.bindTexture(gl.TEXTURE_2D,texture);gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_WRAP_S,gl.CLAMP_TO_EDGE);gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_WRAP_T,gl.CLAMP_TO_EDGE);
...

Run demo

Clone this repo for current demos - examples coming soon

  • Float32 texture upload and download:
$ yarn ts-node src/tests/float_texture_upload_test.ts
...
buffer: Float32Array [ 0.5, 1.5, 2.5, 3.5 ]
  • Float16 texture upload and download:
$ yarn ts-node src/tests/half_float_texture_upload_test.ts
...
buffer: Float32Array [ 0.5, 1.5, 2.5, 3.5 ]
  • Unsigned byte texture upload and download:
$ yarn ts-node src/tests/unsigned_byte_texture_upload_test.ts
...
buffer: Uint8Array [ 1, 2, 3, 4 ]

Development

Build instructions are under heavy development and will include an Angle binary

This project currently requires ANGLE to be checked out and built in the same parent folder as this repo. Checkout and build ANGLE with the Debug setup. After ANGLE is built, run yarn for this project.

About

No description, website, or topics provided.

Resources

Code of conduct

Contributing

Security policy

Stars

330 stars

Watchers

17 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

Headless WebGL / OpenGL ES runtime for Node.js

This repo is under active development and is not production-ready. We are actively developing as an open source project.

Details

This project aims to provide a headless runtime for WebGL and OpenGL ES shaders under Node.js. This package will use the ANGLE engine to translate WebGL and OpenGL ES shaders to the target runtime. Please see the ANGLE project for more details on support.

Future plans include surfacing an API for running Compute Shaders and a OpenGL ES API. Patches are welcome!

Supported platforms

  • Mac OS
  • Windows
  • Linux

Creating a WebGL context

To create a new WebGLRenderingContext or WebGL2RenderingContext - simply include the package and call createWebGLRenderingContext():

constnodeGles=require('node-gles');constgl=nodeGles.binding.createWebGLRenderingContext();// Now, use `gl` for regular WebGL calls:consttex=gl.createTexture();gl.bindTexture(gl.TEXTURE_2D,texture);gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_WRAP_S,gl.CLAMP_TO_EDGE);gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_WRAP_T,gl.CLAMP_TO_EDGE);
...

Run demo

Clone this repo for current demos - examples coming soon

  • Float32 texture upload and download:
$ yarn ts-node src/tests/float_texture_upload_test.ts
...
buffer: Float32Array [ 0.5, 1.5, 2.5, 3.5 ]
  • Float16 texture upload and download:
$ yarn ts-node src/tests/half_float_texture_upload_test.ts
...
buffer: Float32Array [ 0.5, 1.5, 2.5, 3.5 ]
  • Unsigned byte texture upload and download:
$ yarn ts-node src/tests/unsigned_byte_texture_upload_test.ts
...
buffer: Uint8Array [ 1, 2, 3, 4 ]

Development

Build instructions are under heavy development and will include an Angle binary

This project currently requires ANGLE to be checked out and built in the same parent folder as this repo. Checkout and build ANGLE with the Debug setup. After ANGLE is built, run yarn for this project.

About

No description, website, or topics provided.

Resources

Code of conduct

Contributing

Security policy

Stars

330 stars

Watchers

17 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

Headless WebGL / OpenGL ES runtime for Node.js

This repo is under active development and is not production-ready. We are actively developing as an open source project.

Details

This project aims to provide a headless runtime for WebGL and OpenGL ES shaders under Node.js. This package will use the ANGLE engine to translate WebGL and OpenGL ES shaders to the target runtime. Please see the ANGLE project for more details on support.

Future plans include surfacing an API for running Compute Shaders and a OpenGL ES API. Patches are welcome!

Supported platforms

  • Mac OS
  • Windows
  • Linux

Creating a WebGL context

To create a new WebGLRenderingContext or WebGL2RenderingContext - simply include the package and call createWebGLRenderingContext():

constnodeGles=require('node-gles');constgl=nodeGles.binding.createWebGLRenderingContext();// Now, use `gl` for regular WebGL calls:consttex=gl.createTexture();gl.bindTexture(gl.TEXTURE_2D,texture);gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_WRAP_S,gl.CLAMP_TO_EDGE);gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_WRAP_T,gl.CLAMP_TO_EDGE);
...

Run demo

Clone this repo for current demos - examples coming soon

  • Float32 texture upload and download:
$ yarn ts-node src/tests/float_texture_upload_test.ts
...
buffer: Float32Array [ 0.5, 1.5, 2.5, 3.5 ]
  • Float16 texture upload and download:
$ yarn ts-node src/tests/half_float_texture_upload_test.ts
...
buffer: Float32Array [ 0.5, 1.5, 2.5, 3.5 ]
  • Unsigned byte texture upload and download:
$ yarn ts-node src/tests/unsigned_byte_texture_upload_test.ts
...
buffer: Uint8Array [ 1, 2, 3, 4 ]

Development

Build instructions are under heavy development and will include an Angle binary

This project currently requires ANGLE to be checked out and built in the same parent folder as this repo. Checkout and build ANGLE with the Debug setup. After ANGLE is built, run yarn for this project.

About

No description, website, or topics provided.

Resources

Code of conduct

Contributing

Security policy

Stars

330 stars

Watchers

17 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

Headless WebGL / OpenGL ES runtime for Node.js

This repo is under active development and is not production-ready. We are actively developing as an open source project.

Details

This project aims to provide a headless runtime for WebGL and OpenGL ES shaders under Node.js. This package will use the ANGLE engine to translate WebGL and OpenGL ES shaders to the target runtime. Please see the ANGLE project for more details on support.

Future plans include surfacing an API for running Compute Shaders and a OpenGL ES API. Patches are welcome!

Supported platforms

  • Mac OS
  • Windows
  • Linux

Creating a WebGL context

To create a new WebGLRenderingContext or WebGL2RenderingContext - simply include the package and call createWebGLRenderingContext():

constnodeGles=require('node-gles');constgl=nodeGles.binding.createWebGLRenderingContext();// Now, use `gl` for regular WebGL calls:consttex=gl.createTexture();gl.bindTexture(gl.TEXTURE_2D,texture);gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_WRAP_S,gl.CLAMP_TO_EDGE);gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_WRAP_T,gl.CLAMP_TO_EDGE);
...

Run demo

Clone this repo for current demos - examples coming soon

  • Float32 texture upload and download:
$ yarn ts-node src/tests/float_texture_upload_test.ts
...
buffer: Float32Array [ 0.5, 1.5, 2.5, 3.5 ]
  • Float16 texture upload and download:
$ yarn ts-node src/tests/half_float_texture_upload_test.ts
...
buffer: Float32Array [ 0.5, 1.5, 2.5, 3.5 ]
  • Unsigned byte texture upload and download:
$ yarn ts-node src/tests/unsigned_byte_texture_upload_test.ts
...
buffer: Uint8Array [ 1, 2, 3, 4 ]

Development

Build instructions are under heavy development and will include an Angle binary

This project currently requires ANGLE to be checked out and built in the same parent folder as this repo. Checkout and build ANGLE with the Debug setup. After ANGLE is built, run yarn for this project.

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