From 739a00f4664e717686553b6c748f360dfdc84ca6 Mon Sep 17 00:00:00 2001 From: servostar Date: Sat, 2 Mar 2024 14:34:46 +0100 Subject: [PATCH] fixed links --- Game-of-Life-2D/README.md | 2 +- Game-of-Life-3D/README.md | 4 ++-- Image-Filtering/Blur-Filter/README.md | 2 +- Image-Filtering/Chromatic-Aberration/README.md | 2 +- Image-Filtering/Convolution-Filter/README.md | 2 +- Image-Filtering/Dilation-Erosion/README.md | 2 +- Image-Filtering/Optimized-Bilateral-Filter/README.md | 2 +- Simple-Parallax-Occlusion-Mapping/README.md | 2 +- 8 files changed, 9 insertions(+), 9 deletions(-) diff --git a/Game-of-Life-2D/README.md b/Game-of-Life-2D/README.md index 1c79f25..8c46536 100644 --- a/Game-of-Life-2D/README.md +++ b/Game-of-Life-2D/README.md @@ -1,4 +1,4 @@ # John Conway's Game of Life: 2D Multipass GPU implementation of the famous Game of Life. -![overview.png](https://git.teridax.de/teridax/Shadertoy-Shaders/raw/branch/main/Game-of-Life-2D/overview.png) +![overview.png](https://git.montehaselino.de/servostar/Shadertoy-Shaders/raw/branch/main/Game-of-Life-2D/overview.png) diff --git a/Game-of-Life-3D/README.md b/Game-of-Life-3D/README.md index 5e1dab8..793e3e3 100644 --- a/Game-of-Life-3D/README.md +++ b/Game-of-Life-3D/README.md @@ -1,5 +1,5 @@ # John Conway's Game of Life: 3D -![Game of Life 3D](https://git.teridax.de/teridax/Shadertoy-Shaders/raw/branch/main/Game-of-Life-3D/overview.png) +![Game of Life 3D](https://git.montehaselino.de/servostar/Shadertoy-Shaders/raw/branch/main/Game-of-Life-3D/overview.png) Multipass GPU implementation of the famous Game of Life. But in 3D! The rules of this 3D version are as follows: @@ -8,4 +8,4 @@ A cell lives if: - or it has 4 alive neighboors otherwise the cell dies. -[Watch video preview](https://git.teridax.de/teridax/Shadertoy-Shaders/raw/branch/main/Game-of-Life-3D/overview.webm) +[Watch video preview](https://git.montehaselino.de/servostar/Shadertoy-Shaders/raw/branch/main/Game-of-Life-3D/overview.webm) diff --git a/Image-Filtering/Blur-Filter/README.md b/Image-Filtering/Blur-Filter/README.md index a5b96af..8e2dd89 100644 --- a/Image-Filtering/Blur-Filter/README.md +++ b/Image-Filtering/Blur-Filter/README.md @@ -1,6 +1,6 @@ # Various blur filters -![overview.png](https://git.teridax.de/teridax/Shadertoy-Shaders/raw/branch/main/Image-Filtering/Blur-Filter/overview.png) +![overview.png](https://git.montehaselino.de/servostar/Shadertoy-Shaders/raw/branch/main/Image-Filtering/Blur-Filter/overview.png) This folder contains implementations for the following 3 blur filters: - box blur (sector 2) diff --git a/Image-Filtering/Chromatic-Aberration/README.md b/Image-Filtering/Chromatic-Aberration/README.md index ce02b99..060b167 100644 --- a/Image-Filtering/Chromatic-Aberration/README.md +++ b/Image-Filtering/Chromatic-Aberration/README.md @@ -1,5 +1,5 @@ # Chromatic-Aberration -![overview.png](https://git.teridax.de/teridax/Shadertoy-Shaders/raw/branch/main/Image-Filtering/Chromatic-Aberration/overview.png) +![overview.png](https://git.montehaselino.de/servostar/Shadertoy-Shaders/raw/branch/main/Image-Filtering/Chromatic-Aberration/overview.png) This is a crude implementation of a 2D filter mimicing the effect of chromatic aberration which happens with real world lenses that are unable to focus light of different wavelengths to the same focal plane. \ No newline at end of file diff --git a/Image-Filtering/Convolution-Filter/README.md b/Image-Filtering/Convolution-Filter/README.md index 74961d5..1334217 100644 --- a/Image-Filtering/Convolution-Filter/README.md +++ b/Image-Filtering/Convolution-Filter/README.md @@ -1,5 +1,5 @@ # Convolution-Filter -![overview.png](https://git.teridax.de/teridax/Shadertoy-Shaders/raw/branch/main/Image-Filtering/Convolution-Filter/overview.png) +![overview.png](https://git.montehaselino.de/servostar/Shadertoy-Shaders/raw/branch/main/Image-Filtering/Convolution-Filter/overview.png) Convolution filter are filters that take a kernel and sum up every pixel and multiply that pixel with the corresponding element of the kernel. Note that blur filter are technically convolution filters as well despite them not being listed here. diff --git a/Image-Filtering/Dilation-Erosion/README.md b/Image-Filtering/Dilation-Erosion/README.md index a36b586..85b1c57 100644 --- a/Image-Filtering/Dilation-Erosion/README.md +++ b/Image-Filtering/Dilation-Erosion/README.md @@ -1,5 +1,5 @@ # Dilation / Erosion filter -![overview.png](https://git.teridax.de/teridax/Shadertoy-Shaders/raw/branch/main/Image-Filtering/Dilation-Erosion/overview.png) +![overview.png](https://git.montehaselino.de/servostar/Shadertoy-Shaders/raw/branch/main/Image-Filtering/Dilation-Erosion/overview.png) Dilation is the process of intesifying the brightessed pixel of a kernel, where as erosion intesifies the darkesed pixel of a kernel. diff --git a/Image-Filtering/Optimized-Bilateral-Filter/README.md b/Image-Filtering/Optimized-Bilateral-Filter/README.md index a2ce767..7f3fe06 100644 --- a/Image-Filtering/Optimized-Bilateral-Filter/README.md +++ b/Image-Filtering/Optimized-Bilateral-Filter/README.md @@ -1,5 +1,5 @@ # Optimized-Bilateral-Filter -![overview.png](https://git.teridax.de/teridax/Shadertoy-Shaders/raw/branch/main/Image-Filtering/Optimized-Bilateral-Filter/overview.png) +![overview.png](https://git.montehaselino.de/servostar/Shadertoy-Shaders/raw/branch/main/Image-Filtering/Optimized-Bilateral-Filter/overview.png) In part 1 you can the example image with noise applied to it. In sector 2 you can see the denoised image and in sector 3 is the original unfiltered image. diff --git a/Simple-Parallax-Occlusion-Mapping/README.md b/Simple-Parallax-Occlusion-Mapping/README.md index eeedd9f..dd39d66 100644 --- a/Simple-Parallax-Occlusion-Mapping/README.md +++ b/Simple-Parallax-Occlusion-Mapping/README.md @@ -1,5 +1,5 @@ # Simple Parallax Occlusion Mapping -![POM](https://git.teridax.de/teridax/Shadertoy-Shaders/raw/branch/main/Simple-Parallax-Occlusion-Mapping/overview.png) +![POM](https://git.montehaselino.de/servostar/Shadertoy-Shaders/raw/branch/main/Simple-Parallax-Occlusion-Mapping/overview.png) Parallax Occlusion Mapping is a way of adding 3D bumps to a flat surface, based on a heightmap. This does not actually displace the geometry but performs a ray casting algorithm on the surface which acts a "portal" to a more detailed surface.