Category: Docs

  • Export WebGL to GIF in 2026: CCapture.js vs gif.js vs Frame Dumps

    Trying to export canvas to GIF still sounds simpler than it is. In 2026, the tooling is better understood, browsers are more capable, and WebGL workflows are more ambitious – but the underlying problem has not changed. A fast real-time canvas is not automatically a good export pipeline. In this guide, I’ll compare CCapture.js, gif.js,…

  • Shadertoy Uniforms Explained: iChannel0..3, iDate, iFrame, and Common Patterns

    Shadertoy uniforms are the built-in inputs your shader receives from the renderer. If you understand what each uniform represents, especially iChannel0..3, iDate, and iFrame, you can read existing shaders faster, port them with fewer bugs, and avoid the timing mistakes that break animations, feedback buffers, and texture-driven effects. This guide explains the Shadertoy uniforms that…

  • GLSL Tips and Snippets

    If you write a lot of fragment shaders, you end up reusing the same small building blocks: coordinate setup, rotations, smooth edges, palette helpers, and looping time tricks. This page collects practical GLSL snippets you can copy, adapt, and combine in ShaderGif (or any WebGL-style shader environment) to move faster and avoid common gotchas. Quick…

  • cURL (curl) – HTTP requests from the command line

    cURL (often written as curl) is a command-line tool for making HTTP requests. It’s commonly used to test URLs, inspect headers, follow redirects, and debug APIs — all things you’ll regularly need when working with ShaderGif. This page covers the curl commands you’ll actually use when testing ShaderGif pages and endpoints. What curl is used…

  • Licensing & Attribution

    ShaderGif is built for sharing shader experiments and short generative animations in a way that’s easy to study, remix, and learn from. This page explains how licensing works across (1) the ShaderGif platform itself and (2) the code and media that users publish through the editor and gallery. Two different things are being licensed When…

  • Performance

    ShaderGif is designed to make “code → looping GIF” feel immediate, but real-time rendering is still limited by GPU/CPU budget, browser overhead, and the cost of exporting frames. This page explains the most common performance bottlenecks and practical ways to keep previews smooth and exports reliable on a wide range of devices. How performance breaks…

  • Common Uniforms & Patterns

    If you write fragment shaders often, you’ll notice the same handful of inputs (time, resolution, mouse, frame count) come up again and again. This page is a practical reference for ShaderGif-style workflows, with reusable patterns you can copy into new sketches and adapt when porting code from other shader playgrounds. What “uniforms” are (and why…

  • Shader Basics

    Shaders are tiny programs that run on the GPU to turn inputs (like UV coordinates, time, and resolution) into pixels. This page is a practical, beginner-friendly reference for anyone using ShaderGif (or learning GLSL generally) who wants to understand what a shader is doing and how to build one step by step. What a shader…