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Source:https://github.com/SoraKumo001/next-streaming

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mwkaufma 2 hoursReload
replace/luminescence/luminance (thanks autocorrect).

Legacy OpenGL APIs used to assume sRGB, so you had to specify GL_LUMINANCE for non-color 'intensity' maps (which couldn't be blitted to FBOs, e.g.).

Modern OpenGL assumes linear color, so instead you have to specify sRGB on texture load to direct the driver to do colorspace conversion (e.g. GL_SRGB8 for typical RRGGBB byte triples).

More info: https://www.khronos.org/opengl/wiki/Image_Format


mwkaufma 7 hoursReload
Lol autocorrecttt ty

mwkaufma 16 hoursReload
Perceptual colors -- both sRGB and HSB -- are nonlinear, so you can't expect linear combinations to produce meaningful results (they often "interpolate through mud").

If you just want optical phenomena, you can just convert to luminescence -- WegGL and other modern graphics APIs actually does this internally when you load or render textures, so all shaders are handling optically-linear data, which is why the shader-produced images in the post look better than the javascript gradients.


mwkaufma 21 hoursReload
>> The mix function is an interpolation function that linearly interpolates between the two input colors using a blend factor between and ( in our case).

>> A mix function for two colors works the same way, except we mix the color components. To mix two RGB colors, for example, we’d mix the red, green, and blue channels.

Colorspace alert! mix != lerp in sRGB


mwkaufma 3 daysReload
What's the point of the ugly genAI interstitial images? The blogging equivalent of wearing a dunce-cap.