Category: Manual

  • 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…