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Welcome to Blinn, a tool to play around with fragment shaders, with live changes and AI prompting.
The name Blinn is in recognition of Jim Blinn, a pioneering computer scientist whose work has significantly influenced the field of computer graphics. His contributions to the development of texture mapping and the Blinn-Phong shading model have laid foundational principles that continue to shape how we render and perceive digital imagery today.
- Real-time Shader Editing: Blinn provides a real-time editing environment for fragment shaders, allowing you to see the effects of your code as you type.
- AI Assistance: Leverage the capabilities of Claude through the blinn-api to generate shader code, optimize performance, and get creative suggestions.
- Three.js Integration: Built on top of Three.js, Blinn offers a seamless experience for those familiar with the library and those new to 3D web development.
- Channels and Inputs: User defined channels and different inputs (Mouse positions, textures.. etc).
- Shader's archive and User Mngmnt: Store a history of your shaders.
- Vertex Shaders: Write and explore vertex shaders applied to geometric primitives. (Possibly add your meshes later).
- Preloaded Examples: Jump straight into shader development with preloaded examples showcasing what's possible with Blinn and Three.js.
- Explain: Ask questions about specific parts of the shader.
- Record: Record shader and download it in video/gif format.
Before running Blinn, you need to set up an environment variable to connect with the Blinn API. Create a .env
file in the root of your project and add the following line:
VITE_BLINN_API_ENDPOINT="YOUR_API_ENDPOINT_HERE"
To get started with Blinn, clone the repository and install the dependencies:
git clone https://github.com/lessthan12parsecs/blinn.git
cd blinn
npm install
npm run dev
Blinn is open-sourced software licensed under the MIT license. See LICENSE.md for more details.
- Emanuel Ramirez - Initial author - LessThan12Parsecs