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glslsandbox-player

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Quick Start

GLSL Sandbox standalone player allow one to run and render (most of) nice shaders available online on the https://glslsandbox.com/ website, but without the need of an Internet connection, a web browser or any of its dependencies. Instead, the only requirement of glslsandbox-player is a working EGL and GLESv2 libraries.

Quick instructions for the impatient wanting to test on X11:

Install dependencies:

For Ubuntu from 14.04 to 22.04 LTS:

sudo apt-get install \
  pkg-config \
  git curl make gcc autoconf automake libx11-dev \
  libegl1-mesa-dev libgles2-mesa-dev

For Fedora (tested on version 21 to 38):

sudo dnf install \
  git curl make gcc autoconf automake libX11-devel \
  mesa-libEGL-devel mesa-libGLES-devel

Build:

git clone https://github.com/jolivain/glslsandbox-player.git
cd glslsandbox-player
autoreconf -vfi
./configure
make

Run a demo:

./scripts/run-demo-random.sh

or:

./scripts/run-demo.sh

For the less impatient user, continue reading...

Introduction

The https://glslsandbox.com/ website (and all its shaders) is using WebGL 1.0 (see https://www.khronos.org/webgl/) and JavaScript for the rendering. WebGL is now available in common web browsers. Those web browsers are generally using X11 or Wayland. Those graphical environments has a lot of dependencies, which generally requires a full desktop system. A web browser also require a working Internet connection. Since WebGL 1.0 is based on OpenGL ES 2.0, it's relatively straightforward to run those shaders directly on an OpenGL ES 2.0 driver.

The goal of this program is to stress OpenGL ES 2.0 and greater drivers (and its online shader compiler) on very restricted embedded environment (i.e. a boot-loader, a kernel, the GL ES driver and this program, no network connectivity, no file-system, no input devices) with unusual shader load or program constructions.

To overcome the lack of a network connectivity and a file-system on a target device, the code of a selection of fragment shaders is downloaded at compilation time, processed and then compiled inside the final binary. The list of shader code to embed into the binary is maintained in the file shader.list, in the root of this source package. The source distribution includes a ready to use shader.list file of an arbitrary pseudo-random selection of nice looking shaders.

One would be tempted to include all available shaders on the website (after all, more tests would mean more chances to find bugs). Users should be aware that a lot of glslsandbox.com shaders are forks and have a lot of similitude. Also, glslsandbox.com site is not moderated: some entries may include inappropriate content. Moreover some shaders just include syntax error or typos (e.g. 8477.0). Some other shaders, may include driver workaround that may not be fully GLSL compliant (e.g. shader 2606.0 with OS X AMD cos workaround that redefine the cos() function). Other compilation failures may be due to garbage after #else or #endif preprocessor directive present in some shaders (e.g. shader 26529.0). Moreover, some web browsers are using OpenGL to implement WebGL (instead of OpenGL ES). There is slight differences in the GL shading language between ES and non-ES version, that could make a glslsandbox shader work in such a browser, but fail on a conformant GLES2 driver. For example, GLSL ES 1.0.17 explicitly forbids the usage of a user-defined function as a constant expression initializer (even if the function evaluates to something constant). This is the case for several glslsandbox shaders (for example 4040.0), which should be seen as non-conformant shaders with respect to the WebGL 1.0, OpenGL ES 2.0 and GLSL 1.0.17 specifications. Such shaders should not be used for testing a driver without a correction. Use the online Khronos WebGL conformance to check is the implementation of a web browser, for this case:

https://www.khronos.org/registry/webgl/sdk/tests/conformance/glsl/misc/global-variable-init.html

Some extra care is taken to make sure that all the shaders included in the default reference list are conformant to the GLSL specification. See the section Validating Builtin Shaders.

Finally, some shaders can be GPU-time consuming depending of the GPU being tested. This is why a relevant selection of shader suited for your driver and GPU would be better that a bare dump of the whole glslsandbox.com site.

The original player at https://glslsandbox.com/ is interactive, and reacts to user mouse interactions. The glslsandbox-player instead can emulates mouse movements by updating the shader uniforms and varying.

Supported glslsandbox Features

The supported features of the original https://glslsandbox.com/ shader player are:

  • the time float uniform is set to the number of seconds since the beginning of the rendering. In case the -T command line argument is used, the time is increased with this step at each frame, regardless the frame rate and computation time.

  • the mouse vec2 uniform is updated with cyclic movement (two components of the vec2 encodes the mouse coordinates as float [-1.0:1.0]).

  • the resolution vec2 uniform, which encodes the dimension of the surface in pixel to render.

  • the surfacePosition vec2 varying, which define the viewport of the quad surface to be rendered (default is -1,-1 for lower left corner, 1,1 for the upper right). This varying is used for the pan/zoom feature of the mouse (in the original https://glslsandbox.com/ player). In glslsandbox-player, this varying is updated with cyclic movements of pan/zoom.

  • the surfaceSize vec2 uniform, which defines the relative size ratio of the surface. It's value is: vec2(resolution.x / resolution.y, 1.0)

  • the backbuffer uniform sampler2D gives access to the previous frame (back buffer) as a texture. It will work only when the FBO rendering is active (-B, -R or -X/-Y command line arguments). See for example shader 424.12.

Building glslsandbox-player

The build dependencies of glslsandbox are:

  • a C compiler (gcc and clang are good candidates)

  • GNU Make (an old Posix make isn't enough)

  • curl (for downloading shaders)

  • sed

  • awk

  • grep

  • coreutils (sort, cat)

  • Python 3.x or greater (also works with older Python >= 2.6)

  • Development files for an OpenGL ES 2.0 and EGL library

  • One of the following native window library: X11, Vivante/libGAL, Raspberry Pi, Wayland EGL, SDL2, libdrm and libgbm (for KMS)

  • optional: libpng library and header files for texture support

  • optional: netpbm commands are used by testsuite

  • optional: glslang to validate builtin shaders

    Compiling glslsandbox-player should be straightforward if all dependencies are present since it's an autotools package (aka ./configure && make). Make sure to enable/disable the proper native windowing library for your system.

    The configure script takes an option to select the native windowing system:

    --with-native-gfx Define the native gfx backend: x11(default),vivfb,rpi,wl,sdl2,kms,tisgx,mali

    For example, compiling for using the the Vivante frame buffer native windowing support, use ./configure --with-native-gfx=vivfb.

Important Note about Shader Copyright, Licenses and Author Credits

Users of glslsandbox-player should be aware and very careful about the fact that the produced binary may include the source code (as a character string) of fragment shaders that could be distributed under various licenses. Also, please don't forget to give credit to original shader code author(s), or original code URL.

Also note that the glslsandbox-player source distribution does not include any fragment shader source itself. It only include a file containing a list pointing to online code. The downloading will be done at compilation time.

Running glslsandbox-player

If glslsandbox-player is executed without any option, it will run infinitely the builtin shader id 0, on a full screen window. It will render 3 warmup frames (defined later in Note about Performance Counting section) and will report frame rate every 100 frames. By default, the program is started with a verbosity level 1, which means info messages will be printed. Original URL of the shader is also printed to easily check the rendering from a WebGL enabled web browser.

Command line arguments of glslsandbox-player are:

Usage: glslsandbox-player [options]
 -h: show this help
 -l: list builtin shaders and exit
 -L: list builtin shaders URLs and exit
 -S <shader-name>: select the shader to be rendered by nickname
 -i <shader-id>: select the shader by internal id
 -I <shader-glslid>: select the shader by glslsandbox.com id
 -F <file>: run glslsandbox shader from file
 -p: print builtin shader code
 -f <n>: run n frames of shader(s)
 -t <n>: run n seconds of shader(s)
 -T <f>: time step at each frame instead of using real time
 -o <timespec>: set an absolute time origin
 -O <f>: time offset for the animation
 -m: disable mouse movement emulation
 -M <f>: set mouse movement speed factor
 -s <f>: set time speed factor
 -u: disable surfacePosition varying animation
 -U <f>: set surfacePosition animation speed factor
 -e <f:f:f:f>: set fixed surfacePosition values
 -W <n>: set window width to n
 -H <n>: set window height to n
 -x <n>: set window x position to n (if supported)
 -y <n>: set window y position to n (if supported)
 -B: Enable FBO usage (default to window size)
 -N: Set FBO filtering to NEAREST instead of LINEAR
 -R <n>: set FBO size to the window size divided by n
 -X <n>: set FBO height to n pixels
 -Y <n>: set FBO height to n pixels
 -r <n>: report frame rate every n frames
 -w <n>: set the number of warmup frames
 -V <n>: set EGL swap interval to n
 -P <n>: sleep n milliseconds between frames
 -Q <precision>: force shader precision to low, medium or high
 -d: dump each frame as PPM
 -D: dump only the last frame as PPM
 -E: disable dithering
 -0 <file.png>: Load "file.png" and bind it to TEXTURE0
 -1 to -7: same as -0 for TEXTUREn
 -v: increase verbosity level
 -q: run quietly

In case -t and -f are used in the same command line, the program will terminate when the first condition is satisfied.

Command line examples:

List builtin shader, sorted by internal id:

glslsandbox-player -l

List builtin shader, sorted by glslsandbox id:

glslsandbox-player -l | sort -k2 -n

List the 20 biggest builtin shader:

glslsandbox-player -l | sort -k5 -r -n | head -20

Render 5000 frames of the shader id 109 in a 128x128 window and report frame rate every 500 frames:

glslsandbox-player -W128 -H128 -f5000 -r500 -i109

Renders shader id 123 in a 256x256 window using a 64x64 FBO (reduce resolution by 4):

glslsandbox-player -W256 -H256 -i123 -X64 -Y64

Render a frozen animation when time=100:

glslsandbox-player -S Mountains -w0 -W720 -H480 -s0 -O100

or

glslsandbox-player -S Mountains -w0 -W720 -H480 -T0 -O100

Render and save a frame of an animation when time=100:

glslsandbox-player -S Mountains -w0 -W720 -H480 -s0 -O100 -f1 -D

Generate 100 PPM frames of an animation at 20fps, then encode to a video:

glslsandbox-player -S BouncingBalls -W720 -H480 -w0 -T0.05 -f100 -d
ffmpeg -r 20 -i BouncingBalls-%05d.ppm BouncingBalls.mp4

Generate the glslsandbox.png image:

glslsandbox-player -I 26379.3 -W640 -H200 -s0 -f1 -d
convert GLSLSandbox-00000.ppm glslsandbox.png

Two by two split screen rendering for 30 seconds:

O="$(date +%s)"
glslsandbox-player -q -t30 -S MandelZoom2 -W320 -H240 -o "$O" -e -1:-1:1:1 &
glslsandbox-player -q -t30 -S MandelZoom2 -W320 -H240 -o "$O" -e  0:-1:1:1 &
glslsandbox-player -q -t30 -S MandelZoom2 -W320 -H240 -o "$O" -e -1:0:1:1  &
glslsandbox-player -q -t30 -S MandelZoom2 -W320 -H240 -o "$O" -e  0:0:1:1  &

Force fragment shader precision to use lowp precision:

glslsandbox-player -W320 -H240 -Q low -S GPUPrecisionMedium

Force fragment shader precision to use highp precision:

glslsandbox-player -W320 -H240 -Q high -S GPUPrecisionMedium

Since glslsandbox-player was designed for testing purposes, it will execute one shader per process execution. This initial design choice is to easily catch driver crash without interrupting a test sequence (provided the kernel driver and GPU hardware are able to recover the crash). A caller script is needed to run all the shaders embedded in the program. For this purpose, two demo scripts are provided scripts/run-demo.sh and scripts/run-demo-random.sh.

The script scripts/run-url.sh is also provided to show how to run a shader directly from the https://glslsandbox.com/ website that was not embedded in the binary at compilation time.

Since glslsandbox-player could use a lot of resources (CPU time or RAM for shader compilation, or GPU time), it could make the computer running it unstable. Make sure there is not important application running in case of a crash. When running glslsandbox-player, it could be safe to use resources limits. See the ulimit bash builtin and the timeout command (see scripts/run-demo.sh for an example how to use those).

By default, glslsandbox-player renders the selected shader code directly on the screen. There is options to change this behavior and render to an off-screen frame buffer object (FBO) instead, then render this buffer on screen. The main purpose of this feature is to reduce the shader resolution without actually reducing the displayed surface. This rendered FBO is textured on the whole window surface. The FBO usage can be enabled with the -B command line argument, in which case it will be sized to the same size of the rendering window. The FBO size can be set with the -X and -Y command line arguments, which respectively sets its width and height. By default, the FBO is textured on screen with linear filtering, which can produce a blurred result. This filter can be changed to a nearest neighbor using the -N command line option.

By default, glslsandbox-player does not call eglSwapInterval() EGL function. It will default to 1 (as per EGL specification). The -V command line argument will set the swap interval by calling eglSwapInterval(). Some EGL implementation will return a failure if it cannot be set. If glslsandbox-player is built with strict EGL/GLES error checking (which is the default), it will abort execution.

Since the swap internal can be silently clamped or ignored by some implementations, the -P option can be used to virtually slow down the frame rate be sleeping for some defined time between frame. Frames will not be synchronized, but this will reduce system load.

Window position command line arguments (-x/-y) are passed to the native windowing system. Not all windowing systems are supporting window positioning and could be silently ignored. Other windowing systems may also use those values as a hint and may not exactly honor the requested values.

The range and precision for different shader numeric formats is printed when glslsandbox-player is executed with a verbosity level of 2 (with -vv command line argument). For the details for interpreting data, refer to the documentation of glGetShaderPrecisionFormat() function: https://www.khronos.org/registry/OpenGL-Refpages/es2.0/xhtml/glGetShaderPrecisionFormat.xml

OpenGL ES implementations may have different fragment shader precision for floating point values and math functions. Most fragment shaders uses the mediump precision. On desktop GPUs, this medium precision is usually enough to achieve a good rendering. On the other hand, on embedded devices, this precision can sometimes be to small for noise generation function, producing poor rendering. The -Q option can be used to force a different float precision than the one present in shader code (low, medium or high). This is achieved by redefining GLSL precision keywords with preprocessor macros. Some shaders are included to test precision. For example, see: GPUPrecisionLow, GPUPrecisionMedium, GPUPrecisionHigh, SinPrecisionLow, SinPrecisionMedium, SinPrecisionHigh.

Additional Features not Present in GLSL Sandbox

For testing purposes, a feature for loading PNG textures is added to glslsandbox-player. This feature is not in the original https://glslsandbox.com/ site.

Using the -0 <file.png> to -7 <file.png> command line option will load the file.png file and bind it to the texture unit corresponding to the number of the option. Each texture can be accessed in fragment shaders through the textureN sampler2D uniform, where N is the number of the texture.

Example, for just displaying a PNG image with glslsandbox-player, use the following fragment shader, the the file texture.glslf:

#ifdef GL_ES
precision mediump float;
#endif

uniform vec2 resolution;
uniform float time;
uniform sampler2D texture0;

void main(void) {
  vec2 uv = gl_FragCoord.xy / resolution.xy;
  uv.y = 1.0 - uv.y;
  // Uncomment for a basic texture animation:
  // uv += sin((uv.yx * 4. + time) * 3.1416) * 0.02;
  gl_FragColor = texture2D(texture0, uv);
}

Then, to run glslsandbox-player with the command-line:

glslsandbox-player -F texture.glslf -0 image.png

For now, supported PNG formats are one to four 8-bit channels (Luminance, Luminance+Alpha, RGB and RGBA). Palette and 16-bit PNG files are not supported. Use an image converter if an image is in an unsupported format.

glslsandbox-player also provide an integer uniform named "frame", passing the rendered frame number to the shader. This allow one to have an accurate synchronization with the frame sequence, disregarding the actual frame rate, frame time, or vertical synchronization with the display.

Testing the glslsandbox-player program

As glslsandbox-player can be used to stress test an OpenGL ES 2.0 implementation by running shaders, it also include a testsuite to validate all its options and features.

In case of a native compilation, use configure command:

./configure --enable-testing

In case of automated build, it's advised to use the shader list including test shaders only, to reduce the load on https://glslsandbox.com/ servers. In that case, use the configure command:

./configure --enable-testing --with-shader-list=shader-tests.list

The test suite can be executed from the build directory, with the command:

make check

For parallel execution of tests, use command:

make check TESTSUITEFLAGS="-j$(nproc)"

In order to better test the program itself, and to prevent any unknown external behaviors from an OpenGL ES 2.0 implementation, the test suite can be executed into the virtual frame buffer X11 server (Xvfb). The Mesa 3D software implementation will be used. This can done with the command:

xvfb-run --server-args="-screen 0 640x360x24" make check

When the package is cross-compiled (for embedded devices for example), it is not possible to execute the test suite directly from the build directory. The test suite and test data can be installed to the target file system. In that case, use the configure command:

./configure --enable-testing --enable-install-testsuite

The make install command will also install a wrapper script glslsandbox-player-testsuite that will execute the test suite, as same as the make check command for native tests.

Validating Builtin Shaders

To make sure builtin shaders included in a glslsandbox-player build are conformant to the GLSL specification, it is possible to add an extra validation step at configuration time. This step pass the included shaders into the Khronos Group glslang reference compiler/validator. See https://github.com/KhronosGroup/glslang

If the command glslangValidator is found in the PATH, this feature is automatically enabled. If the glslangValidator is available, but the shader validation is not desired, it can be explicitly disabled at configuration time, with:

./configure --disable-shader-validation

If the glslangValidator program is installed to a custom path, or under some other names, it can be forced with the command:

ac_cv_path_GLSLANGVALIDATOR=/path/to/customValidator ./configure

Using glslsandbox-player for Automatic Testing

In addition to the scripts/run-demo.sh and scripts/run-demo-random.sh demo scripts which are more for demonstrating the player, another helper script example is provided in scripts/run-tests.sh. It will use a Makefile to run tests and collect results, which is more suited for automated testing.

When called without any argument, it will run all builtin shaders in the binary, collect the output in a log file, render 3 frames and save the last one in a PPM file. The computation is not time dependent: it will render frames for time=3,4,5. Parameters can be adjusted in the scripts/tests/Makefile file. This time invariance will make output comparison easier. Once all tests are executed, all PPM images are converted to PNG to save some space using ImageMagick convert.

All the generated output will be stored in the scripts/tests/output/ directory by default. For each shader, output is stored in files the shader name as a base name. Each execution is marked with a .done file whatever the success or failure of the execution. This is for preventing to retest again all failed tests when interrupting the execution. In case the execution succeed, a .passed file is created. Otherwise, a .failed file is created containing the error code. Since the execution is made in a timeout command, a return code of 124 means a timeout. Standard output (stdout and stderr) is saved in the ".log" file. The last frame is saved as a .ppm file. When all shaders are executed, all the PPM files are converted to .png.

When using the scripts/run-tests.sh script, a test execution can be named to save result in another directory, for comparison.

For example, it can be useful when modifying an OpenGL ES implementation. Before change, run:

./scripts/run-tests.sh run before-change

Then make your changes in the GLESv2 library, then run:

./scripts/run-tests.sh run after-change

Those commands will respectively put results in directories: ./scripts/tests/{before,after}-change/. Then, output logs can be compared to check for regressions or unexpected behavior. Then output PNG images can be compared with the script:

./scripts/compare-images.sh \
    ./scripts/tests/before-change/ \
    ./scripts/tests/after-change/ \
    /var/tmp/before-after-compare/

Those scripts are provided as an example working out of the box without any fancy dependencies. They will probably need to be adjusted to specific needs or test framework.

Note about Performance Counting

glslsandbox-player can also be used to benchmark a GLESv2 driver and its corresponding GPU. It will report by default some timings about setup calls (including shader compilation), then frame rate during rendering.

It can also be useful benchmark the shader compiler, or detect bottlenecks in it. For example shader 25424.0 MonaLisa may reveal long compilation times if compiler is inlining/unrolling too aggressively. Another example is the shader 4285.0 Commodore64Heavy that could reach a high memory usage at compilation time.

Some driver implementation may have a big command pipeline, dedicated thread for command dispatch, command buffers, etc. This may result to variation of frame rate at the beginning of the rendering (faster if the driver is accepting command faster while the pipe buffers are filling, or slower if there is some deferred initialization).

In order to give some idea of this special case, glslsandbox-player renders some "warmup" frames which will not be counted for the average frame rate estimation. Moreover, the very first frame can also be special. This is because some GLES drivers could do lazy initialization. The rendering time of this first frame could be bigger than the average time of other frames. This is why when warmup frames are enabled, the rendering time of the first frame is displayed apart.

By default, there is 3 warmup frames. The number of warmup frames can be changed with the -w command line argument. When warmup frames are enabled, the time uniform is not updated between the first two frames (i.e. the first frame is rendered twice), in case the rendering time of the first frame is long (due to some lazy initialization inside the GLES driver), it will not create a big visual discontinuity in the animation.

Finally, at the end of setup, there is always a black frame which is rendered. This frame will make sure all the setup commands will be flushed, and the first frame timing will not be mixed with setup calls.

In case an accurate time measurement is needed, make sure to check if computer running glslsandbox-player is doing CPU frequency scaling and what is the current strategy.

Moreover for detailed frame analysis, glslsandbox-player can be used with apitrace (the profiling with GLES is not supported though):

Usage example:

apitrace trace --api=egl glslsandbox-player -H256 -W256 -i0 -f30

then:

qapitrace glslsandbox-player.trace

For more details, refer to apitrace documentation: https://apitrace.github.io/

Notes on X11 Native Windowing

By default, the program will start a X11 window with decoration covering the full screen. The actual window surface will depend on the window manager (menu bars, etc). The window size can be controlled with -W and -H command line arguments. The program can be terminated with keys q, Q or Escape. The program can also be close by using the "Close Window" X button in window title bar.

By default, the window name (title) is "glslsandbox-player". The name of the window can be changed by setting the GSP_X11_WIN_NAME environment variable. If the variable is set to the empty string "", window will have an empty title. This is useful to work with X11 programs (xprop, xwininfo, wmctrl, ...) identifying windows with their name, and there is several instance of the program running.

The window stacking order can be controlled with the GSP_X11_WIN_STACKING environment variable. If set to above the window will be always on top other windows (which have a default stacking order). If set to below, the window will be below other windows (this can be useful to put the the program behind other windows having transparent areas).

Complete full screen can be requested by setting GSP_X11_FULLSCREEN environment variable to 1. If the window manager honor the request, the window surface will have the same dimension as the screen.

Mouse cursor can be disabled/hidden by setting GSP_X11_CURSOR environment variable to 0. When the variable is unset, the standard cursor is kept in windowed mode, and automatically disabled when fullscreen is requested. The mouse cursor can be forced to be shown by setting GSP_X11_CURSOR to 1.

Window decorations can be disabled by setting GSP_X11_DECORATION environment variable to 0. Note this function is implemented using the "_MOTIF_WM_HINTS" X11 window property. The window manager must respond to that property to actually disable the decoration.

Notes on Wayland Native Windowing

For building the Wayland support, use the configure command:

./configure --with-native-gfx=wl

Complete full screen can be requested by setting GSP_WL_FULLSCREEN environment variable to 1. This requires Wayland XDG shell protocol.

Notes on KMS DRM Native Windowing

For building with DRM/KMS support, on Fedora system, package build dependencies needs to be installed with the command:

sudo dnf install libdrm-devel mesa-libgbm-devel

For building, use the configure command:

./configure --with-native-gfx=kms

By default, the program will try to load all DRM drivers, stopping at the first one that will successfully load. This behavior can be changed to try to load only one DRM driver, setting the driver name to the environment variable GSP_DRM_DRIVER.

glslsandbox-player will select, by default, the first connected DRM connector for display output. In case of multiple display system, this behavior can be changed by setting the desired connector ID to the GSP_DRM_CONN environment variable (ex: export GSP_DRM_CONN=42). Valid connector IDs can be found with the modetest command.

The default CRTC selected is the current one bound to the encoder connected to the selected connector (see man drm-kms for definitions). If no CRTC is bound, then a suitable one is selected from the "possible CRTCs" exposed by the DRM driver. A specific CRTC can be selected by setting the desired CRTC ID to the GSP_DRM_CRTC environment variable.

The default display mode (resolution) is the one marked as "preferred" by the DRM driver (see modetest output). This mode can be changed by setting the mode name in the GSP_DRM_MODE environment variable (ex: export GSP_DRM_MODE="640x480").

Notes on Emscripten/WebAssembly Native Windowing

glslsandbox-player includes a native windowing for WebAssembly/Wasm to run into a web browser. See https://webassembly.org/

Wait a minute?! The very purpose of glslsandbox-player is to run glslsandbox shaders without a web browser or any of its dependency. So why adding a web browser support?

Well, there is several answers to that: because we can! because it's fun! because it give closure to extract shaders from the browser then put it back, because it adds yet another runtime environment in which this program run shaders. This also gives an example how to write simple C/C++ OpenGL ES2 code targetting embedded systems AND other web-based targets.

For testing this native windowing, use the following instructions.

Step 1: Install the Emscripten SDK

Follow instructions from: https://emscripten.org/docs/getting_started/downloads.html

Typically, this is done with commands:

git clone https://github.com/emscripten-core/emsdk.git
cd emsdk
git pull
./emsdk install latest
./emsdk activate latest
source ./emsdk_env.sh
cd ..

Those commands were tested with Emscripten version 2.0.10.

Step 2: Compile using the Emscripten SDK

Start with standard commands:

git clone https://github.com/jolivain/glslsandbox-player.git
cd glslsandbox-player
autoreconf -vfi

Then, continue with Emscripten specific commands:

emconfigure ./configure \
    --with-native-gfx=em \
    --without-libpng \
    --with-shader-list=shader-local.list \
    LDFLAGS="-s FULL_ES2=1 --emrun"
emmake make EXEEXT=.html

Note 1: those commands will only build a simple program with a single builtin shader. For more complex examples, see notes at the end of this section.

Note 2: the FULL_ES2=1 link option is needed for this program to run. See: https://emscripten.org/docs/porting/multimedia_and_graphics/OpenGL-support.html#opengl-es-2-0-3-0-emulation

Step 3: Execute the program in a browser

There is several options for executing Emscripten compiled code.

Option 1: Using the emrun helper tool

Emscripten SDK provides the emrun helper tool, to emulate command line program invocations and terminal experience. It automatically setup a local web server, and start a browser pointing to it. It can read program command arguments and pass those to the program running in the browser. It also forward the standard output/error streams of the program to print messages and the calling console.

Simple invocation example:

emrun --browser firefox src/glslsandbox-player.html

Example passing arguments to the program:

emrun --browser chrome src/glslsandbox-player.html -- -W 512 -H 512 -v

Example killing the browser, when program exit is caught:

emrun --kill_exit --browser firefox src/glslsandbox-player.html -- -f 300

See emrun --help and documentation at: https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html

Option 2: Using a local web server

Note: for security reasons, browsers are not always allowing direct file system access for execution of javascript. It's better to go trough a local network access.

A simple, minimalistic web server can be started with Python:

python3 -m http.server -d src &

Or with busybox:

busybox httpd -h src -p 8000

Then, program can be started by launching a browser, with command:

firefox http://localhost:8000/glslsandbox-player.html &

Command line arguments can be passed in URL parameters:

firefox 'http://localhost:8000/glslsandbox-player.html?-W&512&-H&512&-vvv' &

Note that argument passing will work only if the program was linked with the --emrun option.

Option 3: using a real web server

Copy glslsanbox-player.{html,js,wasm} files on your web server and point to it.

scp \
    src/glslsanbox-player.{html,js,wasm} \
    [email protected]:/path/to/www/html/dir/

Then access your web server URL, for example: http://www.example.org/dir/glslsandbox-player.html

Note on shell template

The default Emscripten shell template can be changed by adding a --shell-file option in LDFLAGS. See Emscripten emcc documentation for more details. For example, to use Emscripten minimal_shell:

emconfigure ./configure \
    --with-native-gfx=em \
    --without-libpng \
    --with-shader-list=shader-local.list \
    LDFLAGS="-s FULL_ES2=1 --shell-file html_template/shell_minimal.html"

A fully customized shell can also be created, starting from this minimal shell distributed with Emscripten: https://github.com/emscripten-core/emscripten/blob/2.0.10/src/shell_minimal.html Copy this file in the project, giving it another name (for example in: src/my_customized_shell.html), then add --shell-file $PWD/src/my_customized_shell.html in LDFLAGS.

Note on memory limits

Emscripten is limiting initial program memory to 16M by default. See: https://github.com/emscripten-core/emscripten/blob/2.0.10/src/settings.js#L152

In order to include more shaders, this limit needs to be inceased. For example, to increase to 32M:

emconfigure ./configure \
    --with-native-gfx=em \
    --without-libpng \
    LDFLAGS="-s FULL_ES2=1 -s INITIAL_MEMORY=33554432 --emrun"
emmake make EXEEXT=.html

Note on redirecting stderr in browser

The default Emscripten shell has a console output in the browser. This console output shows only stdout. The stderr is logged in the browser javascript console (which can generally be displayed when pressing the F12 key). Since glslsandbox-player print all its messages on stderr, they are not displayed in the main Emscripten console. To show glslsandbox-player message on the main console, strerr can be redirected to stdout, by redefining the printErr function to print, using the --pre-js option of emcc. See: https://emscripten.org/docs/tools_reference/emcc.html#emcc-pre-js https://emscripten.org/docs/api_reference/module.html

This can be achieved by adding --pre-js=$PWD/src/em-pre.js to LDFLAGS. For example, with configuration command:

emconfigure ./configure \
    --with-native-gfx=em \
    --without-libpng \
    LDFLAGS="-s FULL_ES2=1 -s INITIAL_MEMORY=33554432 --pre-js=$PWD/src/em-pre.js --emrun"
emmake make EXEEXT=.html

Notes on Windows WGL Native Windowing

glslsandbox-player is initially mean to run on Unix Posix systems. However, it's possible to use it on a Microsoft Windows system. Since few vendor drivers are providing EGL/GLES2 drivers on desktops, and most drivers are for DirectX, it's possible workaround those limitation using the Google Angle project: https://angleproject.org/

One can follow instructions from Google Angle to compile a program to use it. A project will need to be created to compile glslsandbox-player (e.g. a Visual Studio project). Instructions to achieve this is outside the scope of this document.

Another way to generate a native Windows executable from Posix source, is to use the Gcc MinGW compiler. Fedora Linux includes this compiler and other needed libraries.

For generating a Windows native binary from a Fedora system: (Tested on Fedora 33)

Install dependencies

dnf install \
  autoconf automake make \
  mingw32-gcc mingw32-angleproject mingw32-libpng

Build program

Start with standard commands:

git clone https://github.com/jolivain/glslsandbox-player.git
cd glslsandbox-player
autoreconf -vfi

Then continue with MinGW build:

mkdir -p build-mingw32
cd build-mingw32

egl_CFLAGS=" " \
egl_LIBS="-lEGL" \
glesv2_CFLAGS=" " \
glesv2_LIBS="-lGLESv2" \
  mingw32-configure --with-native-gfx=wgl

mingw32-make -j4

The generated binary will be src/glslsandbox-player.exe.

Running the Windows Binary on Linux

The generated binary can be directly tested on the Linux system using the Wine Windows emulator. The path where MinGW DLLs resides needs to be defined:

export WINEPATH="$(rpm --eval '%{mingw32_bindir}')"
wine ./src/glslsandbox-player.exe

Note: if the shader fail to compile, an original D3D Compiler can be installed with Winetricks, using the commands:

winetricks d3dcompiler_47

Generating a Zip Archive to Run on a Windows System

To generate a standalone archive containing the main binary and all the dependencies, use the following commands after building the program from the previous instructions:

export WINEPATH="$(rpm --eval '%{mingw32_bindir}')"
mkdir -p gsp-win32

cp \
  src/glslsandbox-player.exe \
  $WINEPATH/lib{gcc_s_dw2-1,stdc++-6,ssp-0,winpthread-1}.dll \
  $WINEPATH/lib{EGL,GLESv2,png16-16}.dll \
  $WINEPATH/zlib1.dll \
  ./gsp-win32/

zip -r gsp-win32.zip gsp-win32/

The gsp-win32.zip can be copied on a Windows system, and the program can be called from the command line.

Notes on the Apple Cocoa OS X Native Windowing

glslsandbox-player includes a minimal support for the Apple Cocoa OS X Native Windowing. Since OpenGL and OpenGL ES support was deprecated in iOS and OS X in favor of the Apple Metal API, it's possible to workaround those limitation using the Google Angle project: https://angleproject.org/

In the following instructions, we assume we will work from a new empty directory. Adjust to your actual environment.

GSP_WORKDIR="$HOME/glslsanbox-player-workdir"
mkdir -p "$GSP_WORKDIR"
cd "$GSP_WORKDIR"

Step 1: Install dependencies

Xcode

First, Xcode needs to be installed, from the App Store. The full Xcode is needed (the command line tools won't be enough).

Google Angle

Install Google Angle following instructions from: https://chromium.googlesource.com/angle/angle/+/master/doc/DevSetup.md

Following commands were tested with project at commit: https://chromium.googlesource.com/angle/angle/+/c600e47812c88d45087582122dbb004851ae966b

git clone https://chromium.googlesource.com/chromium/tools/depot_tools.git
export PATH="$PWD"/depot_tools:"$PATH"
git clone https://chromium.googlesource.com/angle/angle
cd angle
python scripts/bootstrap.py
gclient sync
git checkout master
gn gen out/Release
ninja -C out/Release

Angle library can be tested with a simple test program:

./out/Release/hello_triangle

Homebrew and Few Other Packages

Following instructions from: https://brew.sh/

/bin/bash -c "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/HEAD/install.sh)"

Then install some required packages:

brew install automake autoconf pkg-config libtool libpng

Step 2: Build Program

Start with standard commands:

cd "$GSP_WORKDIR"
git clone https://github.com/jolivain/glslsandbox-player.git
cd glslsandbox-player
autoreconf -vfi

Then configure and build for OS X using Angle:

egl_CFLAGS="-I$GSP_WORKDIR/angle/include" \
egl_LIBS="-L$GSP_WORKDIR/angle/out/Release -lEGL" \
glesv2_CFLAGS="-I$GSP_WORKDIR/angle/include" \
glesv2_LIBS="-L$GSP_WORKDIR/angle/out/Release -lGLESv2" \
    ./configure --with-native-gfx=osx

make

Finally, the program can be started with:

export DYLD_FALLBACK_LIBRARY_PATH="$GSP_WORKDIR/angle/out/Release"
./src/glslsandbox-player

Notes on the Android NDK Native Windowing

glslsandbox-player includes a minimal support for the Android NDK Native Windowing. An Android application is normally written in Java or Kotlin. Native NDK applications are also generally using Java or Kotlin stubs for the application startup, which are then calling native function. The glslsandbox-player Android port is a fully native application (no Java nor Kotlin code at all), with C stubs to emulate a standard Unix command line program (entry point in main(), with command line arguments in argc/argv). Emulated command line arguments are stored in an Android preference store, which does not require any specific application permission.

The following paragraphs gives the instructions to build and deploy glslsandbox-player on an Android device.

Step 1: Install Google Android Tools

To build glslsandbox-player for Android, the Google Android tools are needed. The is two possible options: a minimal command line only tools, which will limit the downloads and used storage space (about 1.5 GB when tested). The other option is a full installation of all the Android Studio (about 4.5 GB when tested).

Option 1: Minimal Command Line Android Tool

Note: when tested, this method downloaded about 1.5 GB of data.

Download the Android "commandline-tools" packages for Linux at: https://developer.android.com/studio#cmdline-tools

Then, extract the package to the desired location. It is recommended to install the files in "${ANDROID_SDK_ROOT}"/cmdline-tools/latest:

export ANDROID_SDK_ROOT="${HOME}/Android/Sdk"
mkdir -p "${ANDROID_SDK_ROOT}"
unzip -d "${ANDROID_SDK_ROOT}/cmdline-tools/" "$(ls -1 commandlinetools-linux-*_latest.zip | tail -1)"
mv "${ANDROID_SDK_ROOT}"/cmdline-tools/cmdline-tools "${ANDROID_SDK_ROOT}"/cmdline-tools/latest

To let the Gradle build system to automatically install dependencies, the Android SDK license needs to be accepted. All the licenses can be accepted with the command:

yes | "${ANDROID_SDK_ROOT}"/cmdline-tools/latest/bin/sdkmanager --licenses

When licenses are accepted, continue to step 2.

Option 2: Full Android Studio Installation

Note: Android Studio and SDK installation requires several gigabytes of downloads. At the time of this writing, the Android tools download was about 4.5 GB. Make sure your internet connection is adequate for this process, and expect download time at the first installation and build. Once all the tools are installed, subsequent builds are expected to be fast.

Download Google Android Studio for Linux 64-bit from: https://developer.android.com/studio

Extract the downloaded archive, then start:

./android-studio/bin/studio.sh

At the first execution, the wizard starts for the SDK installation. For a fresh installation, do not import settings. The wizard will then ask the installation type. Those instructions were made with the "Standard" installation, using default parameters. Then, the installation wizard will download and install the rest of the SDK components (about 2 GB).

When base components installation finished, click the "Finish" button. Then, also install the "commandline-tools" package, by clicking the "More Actions" menu, then "SDK Manager". Go on the "SDK Tools" tab, and check "Android SDK Command-line Tools (latest)", then click "OK". Click "OK" again to confirm the installation. Accept the license agreement by selecting "Accept" then click the "Next" button. When installation is done, click "Finish" to close the window. At that point, Android Studio can be closed.

The following steps assume that the ANDROID_SDK_ROOT variable is set to the Android SDK installation path.

For a default installation path, set the variable with the command:

export ANDROID_SDK_ROOT="${HOME}/Android/Sdk"

To let the Gradle build system to automatically install dependencies, the Android SDK license needs to be accepted. All the licenses can be accepted with the command:

yes | "${ANDROID_SDK_ROOT}"/cmdline-tools/latest/bin/sdkmanager --licenses

Step 2: Generate the glslsandbox-shaders.c file

In the following instructions, we assume we will work from a new empty directory. Adjust to your actual environment.

GSP_WORKDIR="$HOME/glslsanbox-player-workdir"
mkdir -p "$GSP_WORKDIR"
cd "$GSP_WORKDIR"

The generation of the builtin shader file is not included in the Android CMake project build file. As a workaround, the normal autoconf build system can be used for that task. Check the quick start section, in case a dependency is missing. This can be done with the commands:

git clone https://github.com/jolivain/glslsandbox-player.git
cd glslsandbox-player
autoreconf -vfi
./configure
make -C src -j4 glslsandbox-shaders.c

Step 3: Build the Android APK package

Gradle and CMake are used to build the full Android application package, for all supported architectures. This can be done with the command:

./build/android/gradlew -p ./build/android/ build

Gradle will download and cache all the needed dependencies. The first build will likely include a longer download time (about 1.5 GB). Files downloaded by Gradle are stored in the ${HOME}/.gradle and ${ANDROID_SDK_ROOT} directories. The generated APK files are in the ./build/android/app/build/outputs/apk/ directory.

Step 4: Connect an Android device

Now the APK is generated, it can be installed on a test device. It is possible to use the Android emulator, or a real device.

In this section, we use the Android Debug Bridge adb command to test the connectivity with the device. You can use the version available in the Android SDK, in "$ANDROID_SDK_ROOT"/platform-tools/adb

This can be done by adding the Android platform tools into the PATH. This can be done with the command:

export PATH="$ANDROID_SDK_ROOT/platform-tools:$PATH"

Alternatively, it's possible to use the version shipped with your distribution. On Fedora systems, it can be installed with the command:

sudo dnf install android-tools

Option 1: Using the Android emulator

If you made the minimal commandline-tools installation, the android emulator needs to be installed, for example:

"${ANDROID_SDK_ROOT}"/cmdline-tools/latest/bin/sdkmanager \
    --install emulator

Install the desired system image, for example:

"${ANDROID_SDK_ROOT}"/cmdline-tools/latest/bin/sdkmanager \
    --install "system-images;android-30;google_apis;x86"

This will download (about 1.2 GB) and install the system image.

Create an Android virtual device using Android Studio, or using the command line:

"$ANDROID_SDK_ROOT"/cmdline-tools/latest/bin/avdmanager \
    --verbose \
    create avd \
    --force \
    --name "gsp" \
    --device "pixel" \
    --package "system-images;android-30;google_apis;x86" \
    --abi "x86"

Then start the virtual device emulator, with the command:

"$ANDROID_SDK_ROOT"/emulator/emulator -avd gsp

The first startup can be longer, to setup the device. Once started, the device should be listed by the command:

adb devices

Option 2: Using a real Android device

Note 1: no root access is needed, no specific permissions are required either. Only the developer menu and USB debugging is needed, to let the Android Debug Bridge install the application.

Note 2: WARNING: be aware that glslsandbox-player can be a very GPU intensive application, to a point that can make a device with low GPU performance unresponsive. It can also draw battery quickly or make the device hot. The default shader the application will show is a small and simple one, that most device will be able to render without any issue. Beware that some complex shader execution at high resolution might be inadequate for some devices.

To enable the developer menu, go into the menu "Settings", then "About Phone", then tap 7 times on "Build Number". Menu may vary depending the Android version. For more info, see: https://developer.android.com/studio/debug/dev-options

To enable the USB debugging, go to the "Settings" menu, then "System", "Advanced", "Developer Options", then enable "USB debugging". Menu may vary depending the Android version.

Finally, connect a USB cable. The device might require a user acknowledgment of the connection. Then the device should be listed by the command:

adb devices

Step 5: Install a debug build

The application package can be installed on the Android device with the command:

./build/android/gradlew -p ./build/android/ installDebug

Alternatively, this can also be done with the adb command:

adb install build/android/app/build/outputs/apk/debug/app-debug.apk

Step 6: Start the application

Option 1: From Android, just tap on the application icon

Note: default application command line is stored in preferences. The default command line show a simple shader in a reduced resolution, to make sure it will work on a wide range of devices.

To start the application, just tap on the "GLSL Sandbox Player" icon.

Option 2: From the command line, using the helper scripts

The application activity can be started with the helper script:

./scripts/adb-gsp-start.sh

It can be stopped with:

./scripts/adb-gsp-stop.sh

It can be restarted with:

./scripts/adb-gsp-restart.sh

Step 7: Tweak and debug

Other helper scripts are provided to tweak and debug the application.

To change the shader name for a random shader each time the application is restarted, use the command line:

./scripts/adb-gsp-set-shader.sh __RANDOM__

To restore the initial shader:

./scripts/adb-gsp-set-shader.sh TwoTweetsChallenge

To show the current command line stored in the application preferences:

./scripts/adb-gsp-show-cmdline.sh

To set a new command line to be used at next application startup:

./scripts/adb-gsp-set-cmdline.sh -q -w0 -Qhigh -R4 -S__RANDOM__

To set a new command line and restart the application at once:

./scripts/adb-gsp-run.sh -q -w0 -Qhigh -R4 -S__RANDOM__

To remove the application preference store:

./scripts/adb-gsp-rm-prefs.sh

To show the output log of the application:

./scripts/adb-gsp-logcat.sh

Adding a New Native Windowing Library to glslsandbox-player

The code currently supports five native windowing libraries: X11, Vivante/libGAL framebuffer, Raspberry Pi DispManX,SDL2 (SDL2 will support native windowing systems configured at its compilation time) and KMS (Kernel Mode Setting using libdrm and libgbm). Adding support to a new native library should not be too hard.

Create a file for your native window file (e.g. src/native_gfx_mynatwin.c). You could start from an existing one (for example native_gfx_vivfb.c or native_gfx_x11.c).

Declare a native_gfx_s structure that will hold all needed data for the new native system.

Implement all the functions declared in src/native_gfx.h. See this file content for function documentation.

Finally, the configure.ac file should be adjusted to search for the new native library, adjust CFLAGS and LDFLAGS if needed. Your newly created native_gfx_mynatwin.c also need to be added in the src/Makefile.am file.

Notes About Image Comparison

glslsandbox-player can be used to check non-regression of rendering of a driver. Command line arguments -d and -D can be used to dump reference and test frames as PPM files.

This section describes several ways to compare frames, and how to track down image content differences.

First, PPM files generated with glslsandbox-player does not include any varying content between different executions (no timestamp, no random). So if two image content are the same (bit correct), both generated PPM will also be the same. So files can by compared with standard tools like cmp, md5sum and other check-summing tools. For performing reproducible animation, it's important to take care that configuration should also be the same (display resolution, color depth, etc.) and also glslsandbox-player does not rely on unstable parameters (see -d, -f, -T and -O command line arguments).

For comparing rendered output, there is various ways to track differences. Standard tools are good starting points (coreutils, ImageMagick and GraphicsMagick, netpbm-progs, ...)

ImageMagick examples to compare rendering: https://www.imagemagick.org/Usage/compare/ https://www.imagemagick.org/script/compare.php

GraphicsMagick equivalent: http://www.graphicsmagick.org/compare.html

Relevant Netpbm programs: https://netpbm.sourceforge.net/doc/directory.html https://netpbm.sourceforge.net/doc/pamarith.html https://netpbm.sourceforge.net/doc/ppmhist.html

For visually comparing two PPM images (img1.ppm and img2.ppm), producing the result in img1-img2-diff.png:

compare img1.ppm img2.ppm img1-img2-diff.png

For using the absolute error metric, returning the number of different pixels:

compare -metric ae img1.ppm img2.ppm img1-img2-diff.png

For generating the mask of changed pixels, for overlaying in Gimp, for example:

compare -compose src -metric ae -lowlight-color none \
        img1.png img2.png PNG32:img1-img2-diff.png

For automatically comparing images, ImageMagick compare returns 0 for identical images or 1 when they are different:

compare -metric ae -quiet \
        img1.png img2.png /dev/null 2> /dev/null \
                && echo SAME || echo different

Raw image content can also be check-summed:

convert img1.png -depth 8 RGBA: | md5sum

Counting differences with netpbm-progs:

pnmarith -difference img1.ppm img2.ppm | pnmhist

Using pnmpsnr:

pnmpsnr img1.ppm img2.ppm

Notes on Distributed Rendering

Shaders using the surfacePosition varying can be rendered on split screens, using the -e option (see examples). Since the animation is computed from the local clock time, such shaders can be rendered on remotes computers, provided their clock are properly synchronized (using ntp or ptp for example). Note that accurate clock synchronization is usually better on wired network (compared to wireless networks) since they have smaller jitter. This can be used to build screen walls.

In order to properly synchronize the rendering, an accurate time origin needs to be set on all renderers. This can be done with -o command line argument. This option take a timespec time, which the number of second since 1970-01-01 00:00:00 UTC, and optionally a the number of nanosecond. The current time can be shown in that format with the command date +%s for one-second resolution, or date +%s.%N for a nano-second resolution.

Distributing this time origin from a clock leader host to many clock follower hosts can be done for example via HTTP, using the following simple shell scripts and Busybox httpd.

On the clock leader host:

GLSLSANDBOX_RUN_DIR=/tmp/glslsandbox-leader
mkdir -p "${GLSLSANDBOX_RUN_DIR}"
date +%s > "${GLSLSANDBOX_RUN_DIR}/origin.txt"
busybox httpd -p 8080 -h "${GLSLSANDBOX_RUN_DIR}"

On the clock follower hosts:

TIME_ORIGIN="$(wget -q -O - clockleaderhost:8080/origin.txt | grep -m1 -o '[0-9.]*')"
glslsandbox-player \
    -q -t30 -S MandelZoom2 -W320 -H240 \
    -o "${TIME_ORIGIN}"

In case security is important (for example, if running on public networks), consider using SSL/TLS certificates, SSH or any other system providing security.

Miscellaneous Notes

In case glslsandbox-player crashes, please make sure to properly identify your environment before reporting bugs. For example, Linux distributions usually include a specific Mesa release, and the issue could be already fixed upstream in a development branch. The source archive include the scripts/bug-report-info.sh script to help gathering some information. There is no sensitive information in gathered data, but it's recommended to the user to review information before sending it. Moreover, the output of glslsandbox-player triggering the issue in verbose mode (-v command line argument) could be helpful.

An easy way to chase down a shader compiler issue is to get the shader code generating the error (either with the -p command line argument, using the dl-shader script or directly from the glslsandbox.com website), then to modify it a bit (commenting parts, rewriting differently, ...) then reload the modified code with the -F command line argument to see what changed. You can also use the -T and -d command line arguments to generate images for comparing the results.

In case an issue is encountered with Mesa, a software rendering backend should be attempted, by setting the environment variable LIBGL_ALWAYS_SOFTWARE=1 alone or with GALLIUM_DRIVER=swrast (in last chance). Refer to the Mesa documentation for details.

User should be careful when using virtual machines. Various GPU can be emulated and could result to a non working configuration. For example, running a Ubuntu 12.04.5 LTS guest in a qemu-kvm emulating a Cirrus (which is the default on qemu-kvm 2.1.3) will result in a white window. Emulating a 'vmware' will workaround the issue (i.e. qemu-kvm -vga vmware).

Thanks to Sébastien Fagard and Vincent Stehlé for all their suggestions and interesting discussions. Thanks to Marouen Ghodhbane for the initial Wayland EGL support. Thanks to Petr Cach and Santiago Mejia for the QNX support. Finally, many, many thanks to all https://glslsandbox.com/ authors and all its contributors.

This glslsandbox-player code is distributed under the 2-Clause BSD License. See the LICENSE file for details.

Julien Olivain [email protected]