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render-image-texturesOfficial · by ShadereraImage textures
Artwork and photos as three.js textures decoded identically in Node and the browser (pure-JS PNG and JPEG), an atlas of many images for instanced cards, and a tool that converts WebP, AVIF, GIF or video frames to PNG once.
Add it to a filmOr ask your agent
“Use the shaderera-plugins skill to add render-image-textures to this film and wire it in, then run check and show me a still.”
- Type
- component · Rendering
- Version
- 0.1.0 · published
- Licence
- MIT
- Built on
- No other plugins
- Tags
- images, textures, photos, artwork, atlas, cards, webp, png, jpeg, three.js, decode
READMErender-image-textures
How to
use it.
Images as three.js textures, the same pixels in Node and the browser; an atlas for many cards; WebP and video frames converted to PNG once.
node tools/to-png.ts assets/*.webp # once: WebP → PNG beside each (colours kept)node tools/to-png.ts --frames 12 assets/clip.webm # a clip's frames as PNGsimport * as THREE from 'three/webgpu'import { loadAtlas, loadTexture } from './three/images.ts'const art = await loadTexture(host, 'assets/painting.png') // { texture, aspect }const card = new THREE.Mesh(new THREE.PlaneGeometry(art.aspect, 1), new THREE.MeshBasicNodeMaterial({ map: art.texture }))const field = await loadAtlas(host, paths, { cell: 512 }) // many images, one texture// field.rects[i].rect = [u, v, w, h] for card i, field.rects[i].aspect its proportionsPNG and JPEG are decoded in JavaScript (fast-png, jpeg-js), never by a canvas or a browser decoder, so every host samples the same pixels. Textures are sRGB and untouched: artwork keeps its colours. Installs three, fast-png and jpeg-js.
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render-gaussian-splatsOfficial · by ShadereraGaussian splats3D Gaussian splats (.splat and 3DGS .ply) rendered on host.gpu with EWA splatting, sorted back to front deterministically every frame, the frame as a premultiplied GPU texture layer; raw WebGPU, no packages.render-three-hostOfficial · by Shadererathree.js on the host GPUthree.js WebGPURenderer on host.gpu, deterministic: node clock set to t (never the wall clock), HDR scene tone-mapped and sRGB-encoded into the frame, handed to the host as a GPU texture layer with no copy; works in Node and the browser.