├── .gitattributes ├── .github ├── CONTRIBUTING.md ├── ISSUE_TEMPLATE │ ├── bug_report.md │ └── feature_request.md ├── pull_request_template.md └── vvvvIO.png ├── .gitignore ├── .gitmodules ├── Directory.Build.props ├── Directory.Build.targets ├── Directory.Packages.props ├── LICENSE ├── NuGet.config ├── README.md ├── VL.Core.Commands ├── VL.Core.Commands.vl ├── help │ └── HowTo Customize keyboard shortcuts on render windows.vl └── src │ ├── Command.cs │ ├── CommandBinding.cs │ ├── CommandList.cs │ ├── Properties │ └── AssemblyInfo.cs │ └── VL.Core.Commands.csproj ├── VL.Core.Skia.Windows ├── EglSkiaRenderer.cs ├── ISkiaRenderer.cs ├── NativeMethods.txt ├── Properties │ └── AssemblyInfo.cs ├── SkiaControl.cs ├── SkiaControl.resx ├── SkiaInputDevices.cs ├── SoftwareSkiaRenderer.cs ├── TouchInput.cs ├── VL.Core.Skia.Windows.csproj ├── Win32CustomTitleBar.cs ├── WindowsFormsExtensions.cs └── WindowsFormsInterop.cs ├── VL.Core.Skia ├── CallerInfo.cs ├── CallerInfoExtensions.cs ├── Conversions.cs ├── Egl │ ├── D3D11Utils.cs │ ├── EglContext.cs │ ├── EglDevice.cs │ ├── EglDisplay.cs │ ├── EglException.cs │ ├── EglImage.cs │ ├── EglResource.cs │ ├── EglSurface.cs │ ├── NativeEgl.cs │ └── NativeGles.cs ├── Enums.cs ├── Extensions.cs ├── Interfaces.cs ├── LinkedLayerBase.cs ├── NativeMethods.json ├── NativeMethods.txt ├── Properties │ └── AssemblyInfo.cs ├── README.md ├── RenderContext.cs ├── RenderStopwatch.cs ├── Transform.cs ├── VL.Core.Skia.csproj └── runtimes │ ├── win-arm64 │ └── native │ │ ├── d3dcompiler_47.dll │ │ ├── libEGL.dll │ │ └── libGLESv2.dll │ └── win-x64 │ └── native │ ├── d3dcompiler_47.dll │ ├── libEGL.dll │ └── libGLESv2.dll ├── VL.Core ├── README.md ├── src │ ├── App │ │ ├── AppHost.cs │ │ └── IHotSwappableEntryPoint.cs │ ├── Commands │ │ ├── ICommand.cs │ │ ├── ICommandList.cs │ │ ├── ICommandService.cs │ │ └── IHasCommands.cs │ ├── CompilerServices │ │ ├── AssemblyInitializer.cs │ │ ├── AssemblyInitializerAttribute.cs │ │ ├── ConstructorAttributes.cs │ │ ├── DefaultHelper.cs │ │ └── DependencyCollector.cs │ ├── CustomRegionInterfaces.cs │ ├── DeferredVLFactory.cs │ ├── Diagnostics │ │ ├── Message.cs │ │ └── MessageType.cs │ ├── Documentation.cs │ ├── DotNetExtensions.cs │ ├── EditorAttributes │ │ ├── AttributeHelpers.cs │ │ ├── CanBePublishedAttribute.cs │ │ ├── CustomMetaDataAttribute.cs │ │ ├── DefaultAttribute.cs │ │ ├── DescriptionAttribute.cs │ │ ├── ExposedAttribute.cs │ │ ├── LabelAttribute.cs │ │ ├── MaxAttribute .cs │ │ ├── MinAttribute .cs │ │ ├── OrderAttribute.cs │ │ ├── PathAttribute.cs │ │ ├── ReadOnlyAttribute.cs │ │ ├── TagAttribute.cs │ │ ├── TaggedValueAttribute.cs │ │ ├── TypeSelectorAttribute.cs │ │ ├── WidgetType.cs │ │ └── WidgetTypeAttribute.cs │ ├── EventHandler.cs │ ├── FileSystemUtils.cs │ ├── IHasLearnMode.cs │ ├── IHotswapSpecificNodes.cs │ ├── IO │ │ ├── DIPHelpers.cs │ │ ├── Enums.cs │ │ ├── GestureDevice.cs │ │ ├── Keyboard.cs │ │ ├── Mouse.cs │ │ ├── Notifications │ │ │ ├── GestureNotification.cs │ │ │ ├── GotFocusNotification.cs │ │ │ ├── INotification.cs │ │ │ ├── KeyNotification.cs │ │ │ ├── LostFocusNotification.cs │ │ │ ├── MouseNotification.cs │ │ │ ├── NotificationBase.cs │ │ │ ├── NotificationConverter.cs │ │ │ ├── NotificationHelpers.cs │ │ │ ├── NotificationWithPosition.cs │ │ │ └── TouchNotification.cs │ │ ├── Spaces.cs │ │ └── TouchDevice.cs │ ├── IScreenshotService.cs │ ├── IStartup.cs │ ├── ISwappable.cs │ ├── IVLObject.cs │ ├── IVLTypeInfo.cs │ ├── Import │ │ ├── CategoryAttribute.cs │ │ ├── FragmentAttribute.cs │ │ ├── FragmentSelection.cs │ │ ├── ImportAsIsAttribute.cs │ │ ├── ImportAttribute.cs │ │ ├── ImportNamespaceAttribute.cs │ │ ├── ImportTypeAttribute.cs │ │ ├── IncludeForeignAttribute.cs │ │ ├── PinAttribute.cs │ │ ├── ProcessNodeAttribute.cs │ │ ├── ProcessNodeFactory.cs │ │ ├── ProcessNodeFactoryAttribute.cs │ │ └── SmellAttribute.cs │ ├── Initialization.cs │ ├── InitializationException.cs │ ├── Lang.PublicAPI │ │ ├── IDevSession.cs │ │ ├── ISolution.cs │ │ ├── Message.cs │ │ ├── PinGroupBuilder.cs │ │ ├── SessionNodes.cs │ │ └── SolutionUpdateKind.cs │ ├── Logging │ │ ├── LogMessage.cs │ │ ├── LogRecorder.cs │ │ ├── LogRecorderOptions.cs │ │ ├── LogSource.cs │ │ └── LoggerFactory.cs │ ├── Mainloop │ │ ├── Clocks.cs │ │ ├── FrameClock.cs │ │ ├── MainloopTimer.cs │ │ ├── Time.cs │ │ └── TimerMode.cs │ ├── Model │ │ ├── PinExpositionMode.cs │ │ ├── PinGroupEditModes.cs │ │ ├── PinGroupKind.cs │ │ └── PinVisibility.cs │ ├── MonadicUtils.cs │ ├── MonadicValues.cs │ ├── NodeContext.cs │ ├── NodeFactory │ │ ├── ExportContext.cs │ │ ├── FactoryBasedVLNode.cs │ │ ├── IInfo.cs │ │ ├── ITaggedInfo.cs │ │ ├── IVLNode.cs │ │ ├── IVLNodeDescription.cs │ │ ├── IVLNodeDescriptionFactory.cs │ │ ├── IVLPin.cs │ │ ├── IVLPinDescription.cs │ │ ├── IVLPinDescriptionWithVisibility.cs │ │ ├── IVLPin{T}.cs │ │ ├── InfoUtils.cs │ │ ├── NodeBuilding.Implementation.cs │ │ ├── NodeBuilding.cs │ │ ├── NodeDescriptionComparer.cs │ │ ├── NodeFactoryCache.cs │ │ ├── NodeFactoryRegistry.cs │ │ ├── PinDescriptionComparer.cs │ │ ├── VLNodeDescriptionExtensions.cs │ │ └── VLObject.cs │ ├── NodePath.cs │ ├── ParseUtils.cs │ ├── PlatformServices.cs │ ├── Properties │ │ └── AssemblyInfo.cs │ ├── Reactive │ │ ├── Channel.cs │ │ ├── ChannelExtensions.cs │ │ ├── ChannelFlange.cs │ │ ├── ChannelMergeInitialization.cs │ │ ├── ChannelRuntimeSpecific.cs │ │ ├── ChannelSelection.cs │ │ ├── HardwareChangedEvents.cs │ │ ├── HoldLatestCopy.cs │ │ ├── IChannelHub.cs │ │ └── ReactiveObject.cs │ ├── RuntimeException.cs │ ├── RuntimeGraph.cs │ ├── Serialization.Advanced.cs │ ├── Serialization.cs │ ├── SerializationService.cs │ ├── ServiceRegistry.cs │ ├── SymbolSmell.cs │ ├── TypeRegistry.cs │ ├── TypeSwitch.cs │ ├── Types │ │ ├── ArrayBuilder.cs │ │ ├── ArraySegments.cs │ │ ├── Audio │ │ │ ├── AudioFrame.cs │ │ │ ├── AudioStream.cs │ │ │ └── IAudioSource.cs │ │ ├── IDynamicEnum.cs │ │ ├── IHasMemory.cs │ │ ├── Imaging │ │ │ ├── HoldLatestCopy.cs │ │ │ ├── ImageExtensions.cs │ │ │ ├── ImageInfo.cs │ │ │ ├── Implementations.cs │ │ │ ├── Interfaces.cs │ │ │ ├── PixelFormat.cs │ │ │ └── UnsupportedPixelFormatException.cs │ │ ├── Optional.cs │ │ ├── Path.StringInterfaces.cs │ │ ├── Path.cs │ │ ├── RectangleStuff.cs │ │ ├── Resources │ │ │ ├── PoolUtils.cs │ │ │ ├── RefCounting.cs │ │ │ ├── ResourceAsyncHelpers.cs │ │ │ └── ResourceProvider.cs │ │ ├── Spread.cs │ │ ├── SpreadBuilder.cs │ │ └── Video │ │ │ ├── GraphicsDevice.cs │ │ │ ├── GraphicsDeviceType.cs │ │ │ ├── IPixel.cs │ │ │ ├── IVideoPlayer.cs │ │ │ ├── IVideoSource 2.cs │ │ │ ├── IVideoSource.cs │ │ │ ├── Pixels │ │ │ ├── BgraPixel.cs │ │ │ ├── BgrxPixel.cs │ │ │ ├── R16Pixel.cs │ │ │ ├── R32fPixel.cs │ │ │ ├── R8Pixel.cs │ │ │ ├── Rg32fPixel.cs │ │ │ ├── Rgba16fPixel.cs │ │ │ ├── Rgba32fPixel .cs │ │ │ ├── RgbaPixel.cs │ │ │ └── RgbxPixel.cs │ │ │ ├── VideoFrame.cs │ │ │ ├── VideoFrame{TPixel}.Gpu.cs │ │ │ ├── VideoFrame{TPixel}.cs │ │ │ ├── VideoPlaybackContext.cs │ │ │ ├── VideoStream.cs │ │ │ └── VideoTexture.cs │ ├── UniqueId.cs │ ├── UnmanagedMemoryManager.cs │ ├── Utils │ │ ├── BlockingCollectionExtensions.cs │ │ ├── CollectionBuilders.Array.cs │ │ ├── CollectionBuilders.Dictionary.cs │ │ ├── CollectionBuilders.ImmutableArray.cs │ │ ├── CollectionBuilders.ImmutableDictionary.cs │ │ ├── CollectionBuilders.Spread.cs │ │ ├── CollectionBuilders.cs │ │ ├── CollectionPools.cs │ │ ├── ColorConversions.cs │ │ ├── DarkTitleBarClass.cs │ │ ├── LazyHelpers.cs │ │ ├── Pooled.cs │ │ └── TimeSpanExtensions.cs │ ├── VL.Core.csproj │ ├── VLMath.cs │ ├── VLTypeInfoUtils.cs │ └── ValueBoxSettings.cs └── tests │ ├── Collections │ └── SpreadTests.cs │ ├── ImportAsIsTests.cs │ ├── ImportNamespaceTests.cs │ ├── ImportTypeTests.cs │ ├── PathTests.cs │ ├── Properties │ └── AssemblyInfo.cs │ ├── ResourceProviderTests.cs │ ├── VL.Core.Tests.csproj │ └── XmlSpecialCharEncoding.cs ├── VL.CoreLib.Windows ├── README.md ├── VL.Audio.vl ├── VL.CoreLib.Windows.vl ├── help │ └── IO │ │ └── File │ │ ├── HowTo Exit Exported Application.vl │ │ └── HowTo File Dialogs.vl └── src │ ├── Dialogs.cs │ ├── DllImport │ └── DllImports.cs │ ├── DragDropHelper.cs │ ├── FormsExtensions.cs │ ├── System │ ├── Audio │ │ ├── SystemDevice.cs │ │ ├── SystemDeviceEnums.cs │ │ └── SystemVolume.cs │ └── SystemSound.cs │ └── VL.CoreLib.Windows.csproj ├── VL.CoreLib ├── AppControl.vl ├── Attributes.vl ├── Audio.vl ├── B-Spline.vl ├── CoreLibBasics.vl ├── GaussianSpread.vl ├── PublicAPI.vl ├── README.md ├── SubChannelModule.vl ├── System.Memory.vl ├── System.Reflection.vl ├── System.Serialization.vl ├── VL.Algorithms.vl ├── VL.Animation.vl ├── VL.Attractor.vl ├── VL.Bezier.Cubic.vl ├── VL.Collections.vl ├── VL.CoreLib.Experimental.vl ├── VL.CoreLib.IO.vl ├── VL.CoreLib.vl ├── VL.HTTP.vl ├── VL.Imaging.vl ├── VL.Logging.vl ├── VL.Paths.vl ├── VL.Random.vl ├── VL.Reactive.vl ├── VL.Regex.vl ├── VL.Spreads.Resample.dev.vl ├── VL.Spreads.Resample.vl ├── VL.Sync.vl ├── VL.Themes.vl ├── VL.Threading.vl ├── VL.Tokenizer.vl ├── VL.Typewriter.vl ├── VL.Xml.vl ├── Video.vl ├── help │ ├── 2D │ │ ├── HowTo Compute the angle between two vectors.vl │ │ ├── HowTo Compute the angle of a vector.vl │ │ ├── HowTo Compute the bounding rectangle of a number of points.vl │ │ ├── HowTo Compute the distance between two points.vl │ │ ├── HowTo Compute the slope of a line.vl │ │ ├── HowTo Fix Aspect Ratio.vl │ │ ├── HowTo Generate a random walk.vl │ │ └── HowTo Transform between bounds.vl │ ├── API │ │ ├── Custom Regions │ │ │ ├── Example IfElse.vl │ │ │ └── Example Stateful Delegate-based While Loop.vl │ │ ├── Inspect │ │ │ ├── HowTo Patch a Tooltip.vl │ │ │ ├── HowTo Preview Selected Nodes And Pins.vl │ │ │ ├── HowTo Preview Selected Nodes.vl │ │ │ ├── HowTo Preview a Hovered Element.vl │ │ │ └── HowTo Reflect over Property Meta Data.vl │ │ ├── Patch │ │ │ └── HowTo Create Pins Programmatically.vl │ │ ├── Reflection │ │ │ └── Example Dynamic Patch Instantiation.vl │ │ └── Services │ │ │ └── HowTo Register Custom Serializer.vl │ ├── Animation │ │ ├── Example Visualize Oscillator Function.vl │ │ ├── HowTo Animate between positions.vl │ │ ├── HowTo BezierFilter.vl │ │ ├── HowTo Compute the difference of a value between frames.vl │ │ ├── HowTo Compute the orientation and speed of movement.vl │ │ ├── HowTo Count bangs.vl │ │ ├── HowTo Count the number of frames passed.vl │ │ ├── HowTo Generate a value going from 0 to 1 in a given time.vl │ │ ├── HowTo Measure time.vl │ │ ├── HowTo Smoothen a noisy signal.vl │ │ └── HowTo Smoothen an angular value.vl │ ├── Application │ │ ├── HowTo Build Transitions.vl │ │ ├── HowTo Check If Another Instance Is Already Running.vl │ │ └── presets │ │ │ ├── Defaults.xml │ │ │ └── Y.xml │ ├── Assets │ │ ├── Example.json │ │ ├── Example.xml │ │ ├── FileDialogTest.xml │ │ ├── FileHandleExample.txt │ │ ├── SampleCollectedData.xml │ │ ├── Serialize-MyObject.xml │ │ ├── String.txt │ │ ├── Text.txt │ │ ├── Writer-Bytes.blob │ │ ├── Writer-JSON.json │ │ ├── earth_512x512.jpg │ │ ├── halo dot.bmp │ │ └── temp.txt │ ├── Collections │ │ ├── Example RecursiveCircles.vl │ │ ├── Example Working with Tree Structures.vl │ │ ├── HowTo Add items to a spread.vl │ │ ├── HowTo Change the order of items in a spread.vl │ │ ├── HowTo Create a case insensitive dictionary.vl │ │ ├── HowTo Find items in a spread.vl │ │ ├── HowTo Flatten a Spread of Spread.vl │ │ ├── HowTo Generate a Spread of Random Numbers.vl │ │ ├── HowTo Get items out of a spread.vl │ │ ├── HowTo Get the mean of all values in a spread.vl │ │ ├── HowTo Get the minimum and maximum value of a spread.vl │ │ ├── HowTo Get the number of items in a spread.vl │ │ ├── HowTo Join items to a spread.vl │ │ ├── HowTo Make a spread from one item.vl │ │ ├── HowTo Manage a queue of items.vl │ │ ├── HowTo Remove items from a spread.vl │ │ ├── HowTo Replace items in a spread.vl │ │ ├── HowTo Sort items in a spread.vl │ │ ├── HowTo Split a spread into its slices.vl │ │ ├── HowTo Transpose aka swap dimensions of a 2d spread.vl │ │ ├── Reference GaussianSpread.vl │ │ └── Reference Resample.vl │ ├── Color │ │ ├── HowTo Convert Values for HSLA to a Color.vl │ │ ├── HowTo Convert Values for HSVA to a Color.vl │ │ ├── HowTo Convert Values for RGBA to a Color.vl │ │ ├── HowTo Convert a Color to Values for HSLA.vl │ │ ├── HowTo Convert a Color to Values for HSVA.vl │ │ ├── HowTo Convert a Color to Values for RGBA.vl │ │ ├── HowTo Convert a Color to a Hex String.vl │ │ ├── HowTo Convert a Hex String to a Color.vl │ │ ├── HowTo Get the Inverse of a Color.vl │ │ ├── HowTo Interpolate Between Two Colors Linearly.vl │ │ └── HowTo Set the Individual RGBA Components of a Color.vl │ ├── Control │ │ ├── HowTo Catch Exceptions With Try Region.vl │ │ ├── HowTo Change Between Two States with One Bang Input.vl │ │ ├── HowTo Change Between Two States with Two Bang Inputs.vl │ │ ├── HowTo Detect If a Value is Changed.vl │ │ ├── HowTo Detect a Change to 0 or 1 in a Signal.vl │ │ ├── HowTo Detect a specified number of bangs.vl │ │ ├── HowTo Get a longer Impulse from a Bang.vl │ │ ├── HowTo Pass On a Value Only when a Condition is met.vl │ │ ├── HowTo Return different values depending on a condition.vl │ │ ├── HowTo Send And Receive Values.vl │ │ ├── HowTo Store a value while a condition is met.vl │ │ ├── HowTo Take the value that was last changed.vl │ │ └── HowTo Trigger a Bang Only Once when the Program Starts.vl │ ├── Help.xml │ ├── HelpHelpers.vl │ ├── IO │ │ ├── File │ │ │ ├── HowTo File Process.vl │ │ │ ├── HowTo Read Chunks.vl │ │ │ ├── HowTo Read Collected Data.vl │ │ │ ├── HowTo Read Raw Bytes.vl │ │ │ ├── HowTo Read Strings (Reactive).vl │ │ │ ├── HowTo Read Strings.vl │ │ │ ├── HowTo Read Write The Same File.vl │ │ │ ├── HowTo Write Chunks.vl │ │ │ ├── HowTo Write Collected Data.vl │ │ │ ├── HowTo Write Raw Bytes.vl │ │ │ └── HowTo Write Strings.vl │ │ ├── HowTo Receive a stream of data.vl │ │ ├── HowTo Send a stream of data.vl │ │ ├── HowTo Synchronize clocks between multiple PCs.vl │ │ ├── HowTo Synchronize framebased players between multiple PCs.vl │ │ ├── HowTo Synchronize players between multiple PCs.vl │ │ ├── JSON │ │ │ ├── HowTo Convert JSON To XML.vl │ │ │ ├── HowTo Convert XML To JSON.vl │ │ │ ├── HowTo Read JSON.vl │ │ │ └── HowTo Write JSON.vl │ │ ├── Keyboard │ │ │ ├── HowTo Constrain TypeWriter.vl │ │ │ ├── HowTo React On Key (Heavy Processing).vl │ │ │ ├── HowTo React On Key.vl │ │ │ ├── HowTo React OnKey (Many Notifications).vl │ │ │ └── HowTo Type Text.vl │ │ ├── Mouse │ │ │ ├── HowTo Doubleclick.vl │ │ │ ├── HowTo React On Mouse Async.vl │ │ │ ├── HowTo React On Mouse Async2.vl │ │ │ ├── HowTo React On MouseButtons And Wheel.vl │ │ │ ├── HowTo Work In Different Spaces 2.vl │ │ │ └── HowTo Work In Different Spaces.vl │ │ ├── Path │ │ │ ├── HowTo Absolute And Relative Paths.vl │ │ │ ├── HowTo Check If Path Exists.vl │ │ │ ├── HowTo Create The Same Filename In Another Folder.vl │ │ │ ├── HowTo Filename.vl │ │ │ ├── HowTo Get List Of Filenames.vl │ │ │ ├── HowTo Get List Of Folders.vl │ │ │ └── Reference Overview of available nodes.vl │ │ ├── Serialization │ │ │ ├── HowTo Deserialize ThirdParty Data.vl │ │ │ ├── HowTo Read And Write Objects.vl │ │ │ ├── HowTo Send And Receive Objects.vl │ │ │ └── Serialize-MyObject.xml │ │ ├── UDP │ │ │ ├── HowTo UDP (Reactive).vl │ │ │ ├── HowTo UDP (Socket).vl │ │ │ └── HowTo UDP Basics.vl │ │ ├── Web │ │ │ ├── HowTo Download a File.vl │ │ │ └── HowTo Get a HTTP resource.vl │ │ └── XML │ │ │ ├── HowTo Access List Of Attributes.vl │ │ │ ├── HowTo Access List Of Elements.vl │ │ │ ├── HowTo Access Particular Element Or Attribute.vl │ │ │ ├── HowTo Create And Write Elements With Attributes.vl │ │ │ ├── HowTo Read XML.vl │ │ │ ├── HowTo Transform With XLST.vl │ │ │ ├── HowTo Write XML Document.vl │ │ │ └── Reference Overview of available nodes.vl │ ├── Math │ │ ├── HowTo Convert or map a value from one range to another.vl │ │ └── HowTo Quantize values to a grid.vl │ ├── Primitive │ │ ├── HowTo Convert Cartesian and Polar and Spherical and Geographic and Cylindrical Coordinates.vl │ │ ├── HowTo Convert a Binary String to a Number.vl │ │ ├── HowTo Convert a Hex String to a Number.vl │ │ ├── HowTo Convert a Number to a Binary String.vl │ │ ├── HowTo Convert a Number to a Hex String.vl │ │ ├── HowTo Convert a Number to a String.vl │ │ ├── HowTo Convert a String to a Number.vl │ │ ├── HowTo Convert between float and integer.vl │ │ ├── HowTo Convert between numbers and ASCII symbols.vl │ │ ├── HowTo Convert between or swizzle vectors.vl │ │ ├── HowTo Convert between spreads of vectors and values.vl │ │ ├── HowTo Generate Random Numbers.vl │ │ ├── HowTo Interpolate Between Two Values Linearly.vl │ │ ├── HowTo Work with dynamic enums.vl │ │ ├── HowTo Work with static enums.vl │ │ └── String │ │ │ ├── HowTo Convert a spread of strings into a single string.vl │ │ │ ├── HowTo Convert a string to a spread by breaking it at a given string.vl │ │ │ ├── HowTo Convert a string to a spread of strings along its linebreaks.vl │ │ │ ├── HowTo Convert a string to a spread with a given number of characters for each item.vl │ │ │ ├── HowTo Convert a string to all lower or upper case.vl │ │ │ ├── HowTo Convert a string to bytes and vice versa.vl │ │ │ ├── HowTo Detect if a string is empty.vl │ │ │ ├── HowTo Extract a substring of a string.vl │ │ │ ├── HowTo Find a substring in a string.vl │ │ │ ├── HowTo Get the number of characters in a string.vl │ │ │ ├── HowTo Insert a string into another string.vl │ │ │ ├── HowTo Remove Special Characters from a string.vl │ │ │ ├── HowTo Remove parts of a string.vl │ │ │ ├── HowTo Remove unwanted characters from start and end of a string.vl │ │ │ └── HowTo Replace parts of a string.vl │ ├── Reactive │ │ ├── EchoModule.HDE.vl │ │ ├── EchoModule.vl │ │ ├── Example ForEach (Channel).vl │ │ ├── Explanation Overview Channels.vl │ │ ├── Explanation Overview Public Channels.vl │ │ ├── HowTo Bind Two Channels Together Advanced.vl │ │ ├── HowTo Bind Two Channels Together.vl │ │ ├── HowTo Bind a Channel to a Property by Path.vl │ │ ├── HowTo Build a custom transition for presets.vl │ │ ├── HowTo Build a public channel module.vl │ │ ├── HowTo Chain Tasks.vl │ │ ├── HowTo Consume an Observable.vl │ │ ├── HowTo Do Bulk Changes (Advanced).vl │ │ ├── HowTo Programmatically store and recall public channel presets.pc │ │ ├── HowTo Programmatically store and recall public channel presets.pcb │ │ ├── HowTo Programmatically store and recall public channel presets.vl │ │ ├── HowTo Public Channel of own datatype.vl │ │ ├── HowTo Setup a Channel.vl │ │ ├── HowTo Talk To Public Channel.vl │ │ ├── HowTo Throttle Channel to Once Per Frame.vl │ │ ├── HowTo Validate Channel Values.vl │ │ ├── HowTo Work With Tasks.vl │ │ ├── HowTo Work With Threads.vl │ │ ├── MyPreset2 │ │ └── presets │ │ │ ├── MyPreset1.xml │ │ │ ├── MyPreset2.xml │ │ │ └── y.xml │ ├── System │ │ ├── HowTo Access the Commandline Arguments the Application was Started with.vl │ │ ├── HowTo Keep Console App Running.vl │ │ ├── HowTo Open an URL or a Directory.vl │ │ ├── HowTo Run and Kill external programs.vl │ │ ├── HowTo Synchronize access to a file.vl │ │ ├── HowTo compare dates and times.vl │ │ ├── HowTo work with dates and time.vl │ │ ├── HowTo work with timespans.vl │ │ └── Logging │ │ │ ├── HowTo Configure logging providers.vl │ │ │ ├── HowTo Log to the Log Window.vl │ │ │ ├── HowTo Use Configuration.vl │ │ │ ├── appsettings.json │ │ │ └── csharp │ │ │ └── Example Configuration.Utils │ │ │ ├── Example Configuration.Utils.csproj │ │ │ └── StaticUtils.cs │ └── Transform │ │ ├── HowTo Map a projection using Homography.vl │ │ └── HowTo Transform objects to always face the camera.vl └── src │ ├── 2D │ ├── AspectRatioUtils.cs │ ├── Circle.cs │ ├── Collision.cs │ ├── Rectangle.cs │ ├── Serialization.cs │ └── Vector2.cs │ ├── 3D │ ├── AlignedBox.cs │ ├── BoundingFrustum.cs │ ├── Box.cs │ ├── Matrix.cs │ ├── Matrix3x3.cs │ ├── OrientedBoundingBox.cs │ ├── Quaternion.cs │ ├── Ray.cs │ ├── Vector3.cs │ ├── Vector4.cs │ └── ViewportF.cs │ ├── Adaptive.cs │ ├── Animation │ ├── Animation.cs │ └── Parabolas.cs │ ├── Application │ └── TimedValue.cs │ ├── Collections │ ├── ArrayNodes.cs │ ├── CollectionNodes.cs │ ├── ComparerNodes.cs │ ├── DescriptiveTreePatching.cs │ ├── EnumerableNodes.Custom.cs │ ├── EnumerableNodes.DevLib.cs │ ├── EnumerableNodes.cs │ ├── HoldLatestCopy.cs │ ├── ResampleNodes.cs │ ├── SpreadGenerators.cs │ ├── SpreadNodes.cs │ ├── Trees.cs │ └── ValuesToVectorsNodes.cs │ ├── Color │ └── Color.cs │ ├── Control │ ├── ScopedValueStore.cs │ ├── SwitchNodes.cs │ ├── Synchronize.cs │ └── TypeSwitches.cs │ ├── IO │ ├── Downloader.cs │ ├── File.cs │ ├── GestureNodes.cs │ ├── IPEndPointNodes.cs │ ├── KeyboardNodes.cs │ ├── MouseNodes.cs │ ├── Net │ │ └── Net.cs │ ├── NotificationNodes.cs │ ├── PathExtension.cs │ ├── SerialPort │ │ ├── SerialPort.cs │ │ ├── SerialPort4.cs │ │ ├── SerialPortReceiver.cs │ │ └── SerialPortSender.cs │ ├── Socket │ │ ├── Datagram.cs │ │ ├── DatagramReceiver.cs │ │ ├── DatagramSender.cs │ │ └── UdpSocket.cs │ ├── SpecialFolderEnum.cs │ ├── Stream │ │ ├── Chunk.Chunkifiers.cs │ │ ├── Chunk.Collectors.cs │ │ ├── Chunk.cs │ │ ├── Monitor.cs │ │ ├── Readers.cs │ │ ├── StreamAsyncNodes.cs │ │ ├── StreamNodes.cs │ │ ├── StreamObservableNodes.cs │ │ └── Writers.cs │ ├── SyncClient.cs │ ├── SyncHelpers.cs │ ├── TouchNodes.cs │ └── Watcher.cs │ ├── Initialization.cs │ ├── Logging │ └── Extensions.cs │ ├── Math │ ├── BezierSegmentHelpers.cs │ ├── LinearEquationSolver.cs │ ├── Noise.cs │ ├── RandomUtil.cs │ ├── Range.cs │ ├── SimplexNoise.cs │ └── TweenerFloat32.cs │ ├── NativeMethods.txt │ ├── Primitive │ ├── BackgroundAction.cs │ ├── Boolean.cs │ ├── Byte.cs │ ├── Char.cs │ ├── Delegates.cs │ ├── Disposable.cs │ ├── Enums.cs │ ├── Float32.cs │ ├── Float64.cs │ ├── Integer32.cs │ ├── Integer64.cs │ ├── IntegerConversions.cs │ ├── IntegerConversions.tt │ ├── Object.cs │ ├── String.cs │ ├── Tuples.cs │ └── TypeHelpers.cs │ ├── Properties │ └── AssemblyInfo.cs │ ├── Proxies │ └── DelegateProxies.cs │ ├── Reactive │ ├── Async.cs │ ├── ChannelHub.NodeBuilding.cs │ ├── ChannelHub.cs │ ├── ChannelHubConfigWatcher.cs │ ├── DebugNode.cs │ ├── ForEachObservable.cs │ ├── HoldLatest.cs │ ├── IChannelHub.cs │ ├── KeepAlive.cs │ ├── ObservableInputBase.cs │ ├── ObservableNodes.cs │ ├── PublicChannelDescription.cs │ ├── SafeScheduler.cs │ ├── Sampler.cs │ ├── SplitterNode.cs │ ├── SubChannels.cs │ └── ToObservableNodes.cs │ ├── System │ ├── Application │ │ ├── ApplicationPath.cs │ │ └── PatchPath.cs │ ├── BinaryUtils.cs │ ├── Drawing │ │ └── BitmapNodes.cs │ └── MemoryUtils.cs │ ├── Text │ ├── Encodings.cs │ ├── FontListEnum.cs │ ├── FontStyle.cs │ └── Text.cs │ ├── Threading │ └── TaskExtensions.cs │ ├── Transformation │ ├── CoordinateSystemConversion.cs │ └── MultiScreen.cs │ ├── VL.CoreLib.csproj │ ├── Video │ ├── VideoSourceExtensions.cs │ └── VideoSourceToImage.cs │ ├── Xml │ └── Xml.cs │ ├── _Experimental │ ├── Control │ │ ├── TryCatch.Generated.cs │ │ ├── TryCatch.Generated.tt │ │ ├── TryCatch.cs │ │ ├── TryCatchStateless.Generated.cs │ │ └── TryCatchStateless.Generated.tt │ ├── IO │ │ ├── Net │ │ │ ├── HttpServer.cs │ │ │ ├── NetworkInterfaceUtils.cs │ │ │ └── WebRequest.cs │ │ └── Socket │ │ │ ├── Socket.cs │ │ │ └── SocketProvider.cs │ ├── Parallel │ │ └── ForEach.cs │ ├── Process │ │ └── JobObject.cs │ ├── ProcessGraph │ │ ├── BaseImplementation.cs │ │ ├── ExampleGraph.cs │ │ └── GraphInterfaces.cs │ ├── Reactive │ │ ├── BusyWaitTimer.cs │ │ └── MultimediaTimer.cs │ ├── StatefulRegions.cs │ └── StaticNodes.cs │ └── _Obsolete │ └── IO │ ├── File.cs │ └── FileNoShare.cs ├── VL.EditingFramework.Skia ├── README.md ├── VL.EditingFramework.Skia.vl ├── help │ ├── Assets │ │ └── PointEditorTest.xml │ └── HowTo PointEditor.vl └── src │ └── VL.EditingFramework.Skia.csproj ├── VL.EditingFramework ├── README.md ├── VL.Cameras.vl ├── VL.EditingFramework.vl ├── VL.Editors.vl └── src │ └── VL.EditingFramework.csproj ├── VL.Fundamentals ├── README.md ├── VL.Fundamentals.vl ├── help │ ├── Explanation Process vs. Record vs. Class.vl │ ├── Help.xml │ └── Libraries │ │ └── Collections │ │ ├── HowTo Manage Items in a Dictionary.vl │ │ └── HowTo Manage Items in a Spread.vl └── src │ ├── Properties │ └── AssemblyInfo.cs │ └── VL.Fundamentals.csproj ├── VL.FuzzySearch ├── LICENSE ├── README.md ├── VL.FuzzySearch.vl ├── VL.Text.SimMetrics.vl ├── demo │ └── fuzzzySearch.png ├── help │ ├── Assets │ │ └── Data.xml │ └── Basics │ │ ├── HowTo FuzzySearch.vl │ │ └── HowTo Measure Similarity.vl └── src │ └── VL.FuzzySearch.csproj ├── VL.IO.OSCQuery ├── README.md ├── VL.IO.OSCQuery.HDE.vl ├── VL.IO.OSCQuery.vl ├── dependencies │ └── vrc-oscquery-lib.dll ├── help │ ├── Explanation Overview of OSCQuery.vl │ ├── Help.xml │ ├── HowTo Bind Channels to OSCQuery via the Channel Browser.pcb │ ├── HowTo Bind Channels to OSCQuery via the Channel Browser.vl │ ├── HowTo Programmatically bind Channels to OSCQuery.pcb │ ├── HowTo Programmatically bind Channels to OSCQuery.vl │ └── Reference OSCQueryClient.vl └── src │ ├── Converters.cs │ └── VL.IO.OSCQuery.csproj ├── VL.IO.Pipes ├── VL.IO.Pipes.vl ├── help │ └── HowTo Inter-Process Communitaction via NamedPipes.vl └── src │ └── VL.IO.Pipes.csproj ├── VL.IO.Redis ├── README.md ├── RnD │ ├── DynamicFunctionPins.vl │ ├── FrameTrigger.vl │ ├── GlobalChannels.txt │ ├── Issue_DebugMessage.vl │ ├── Issue_ErrorMEssage.vl │ ├── Observable.vl │ ├── Serialize.vl │ ├── WIP Channels.vl │ ├── WIP GloabalChannels.vl │ ├── WIP Redis Transaction.vl │ ├── WIP Redis.vl │ ├── docker │ │ ├── dragonfly │ │ │ └── docker-compose.yml │ │ └── redisstack-server │ │ │ └── docker-compose.yml │ └── redis.cli.txt ├── VL.IO.Redis.HDE.vl ├── VL.IO.Redis.vl ├── help │ ├── Explanation Overview.vl │ ├── Help.xml │ ├── HowTo Bind Channels to Redis via the Channel Browser.pcb │ ├── HowTo Bind Channels to Redis via the Channel Browser.vl │ ├── HowTo Manage Keys on Server.vl │ ├── HowTo Programmatically bind Channels to Redis.pcb │ ├── HowTo Programmatically bind Channels to Redis.vl │ ├── Reference Publish and Subscribe.vl │ └── Reference RedisClient.vl └── src │ ├── Advanced │ └── RedisClientExtensions.cs │ ├── BindingDirection.cs │ ├── BindingModel.cs │ ├── BindingNode.cs │ ├── ChannelMessage{T}.cs │ ├── CollisionHandling.cs │ ├── Initialization.cs │ ├── Initializer.cs │ ├── Internal │ ├── Binding.cs │ ├── IRedisBinding.cs │ ├── InternalAPI.cs │ ├── MessageExtensions.cs │ └── TransactionBuilder.cs │ ├── Properties │ ├── AssemblyInfo.cs │ └── launchSettings.json │ ├── Publish.cs │ ├── RedisClient.cs │ ├── RedisConnection.cs │ ├── RedisConnectionManager.cs │ ├── SerializationFormat.cs │ ├── ServerManagement.cs │ ├── Subscribe.cs │ ├── SubscribePattern.cs │ └── VL.IO.Redis.csproj ├── VL.ImGui.Generator ├── README.md ├── SourceGenerator.cs └── VL.ImGui.Generator.csproj ├── VL.ImGui.Skia ├── README.md ├── VL.ImGui.Skia.vl └── src │ ├── Initialization.cs │ ├── Properties │ └── AssemblyInfo.cs │ ├── SkiaContext.cs │ ├── SkiaWidget.cs │ ├── ToSkiaLayer.cs │ ├── ToSkiaLayerVersion1.cs │ └── VL.ImGui.Skia.csproj ├── VL.ImGui.Stride ├── README.md ├── VL.ImGui.Stride.vl ├── help │ └── Basics │ │ ├── HowTo ImGui Windows Docking.vl │ │ ├── HowTo ImGui in Stride.vl │ │ ├── HowTo LogUI.vl │ │ ├── HowTo SkiaInputHandling.vl │ │ └── ImGuiSettings.ini └── src │ ├── Effects │ ├── ImGuiEffect.sdfx │ ├── ImGuiEffect.sdfx.cs │ ├── ImGuiEffectShader.sdsl │ ├── ImGuiEffectShader.sdsl.cs │ └── ImGuiEffectShaderKeys.cs │ ├── FixedAsciiString.cs │ ├── ImGuiRenderer.InputHandling.cs │ ├── ImGuiRenderer.cs │ ├── ImGuiWindow.cs │ ├── ImGuiWindows.cs │ ├── Initialization.cs │ ├── Input │ ├── IMappedDevice.cs │ ├── IWithViewPort.cs │ ├── MappedInputSource.cs │ ├── MappedKeyboard.cs │ ├── MappedMouse.cs │ ├── MappedPointer.cs │ ├── MappedPointerBase.cs │ └── TransfomHelper.cs │ ├── RenderLayerWithViewPort.cs │ ├── RenderWidget.cs │ ├── SkiaRendererWithOffest.cs │ ├── StrideContext.cs │ ├── StrideDeviceContext.FontTexture.cs │ ├── StrideDeviceContext.RenderDrawData.cs │ ├── StrideDeviceContext.cs │ ├── TextureWidget.cs │ ├── VL.ImGui.Stride.csproj │ └── VL.ImGui.Stride.sdpkg ├── VL.ImGui ├── ImGuiSettings.ini ├── README.md ├── ReGui help │ ├── Channels & Binding │ │ ├── HowTo Consume Observables.vl │ │ ├── HowTo Merge And Convert Channels.vl │ │ ├── HowTo Merge Channels.vl │ │ └── HowTo Select Channels By Path.vl │ ├── Comparsion.vl │ ├── Example Sandbox.vl │ ├── Explanation Overview.vl │ ├── HowTo Immediate And Retained.vl │ ├── HowTo Immediate Only.vl │ ├── HowTo Immediate When Needed.vl │ ├── HowTo Save UI State.vl │ ├── Styling │ │ ├── HowTo Style a Button.vl │ │ ├── HowTo Style a Checkbox.vl │ │ ├── HowTo Style a Plot.vl │ │ ├── HowTo Style a Scroll.vl │ │ ├── HowTo Style a Selectable.vl │ │ ├── HowTo Style a Separator.vl │ │ ├── HowTo Style a Slider.vl │ │ ├── HowTo Style a Tab.vl │ │ ├── HowTo Style a Table.vl │ │ ├── HowTo Style a Text.vl │ │ └── HowTo Style a Window.vl │ └── Widgets │ │ ├── Colors │ │ ├── HowTo ColorButton.vl │ │ └── HowTo ColorPicker.vl │ │ ├── HowTo Button.vl │ │ ├── HowTo Checkbox.vl │ │ ├── HowTo ChildWindows.vl │ │ ├── HowTo Combo Box.vl │ │ ├── HowTo Drag Int.vl │ │ ├── HowTo Drag.vl │ │ ├── HowTo Input.vl │ │ ├── HowTo InputText.vl │ │ ├── HowTo Layout.vl │ │ ├── HowTo ListBox.vl │ │ ├── HowTo Menus.vl │ │ ├── HowTo Modal Window.vl │ │ ├── HowTo PopUp.vl │ │ ├── HowTo ProgressBar.vl │ │ ├── HowTo RadioButton.vl │ │ ├── HowTo Slider Int.vl │ │ ├── HowTo Slider.vl │ │ ├── HowTo Tables.vl │ │ ├── HowTo Tabs.vl │ │ ├── HowTo Text.vl │ │ ├── HowTo Tooltip.vl │ │ ├── HowTo Trees.vl │ │ ├── Layout │ │ └── HowTo Set Width.vl │ │ └── Plotting │ │ ├── HowTo Plot Histogram.vl │ │ └── HowTo Plot Lines.vl ├── VL.ImGui.vl ├── deployment │ └── VL.ImGui.nuspec ├── help │ ├── Advanced │ │ ├── Example Interoperating with Skia 2.vl │ │ ├── Example Interoperating with Skia.vl │ │ └── HowTo Build A Custom Editor.vl │ ├── Basics │ │ ├── Explanation Layouting basics.vl │ │ ├── Explanation More on layouting.vl │ │ ├── Explanation The ImGui region.vl │ │ └── Reference Feature demo.vl │ ├── Channels & Binding │ │ ├── Explanation Binding a Data to UI.pcb │ │ ├── Explanation Binding a Data to UI.vl │ │ ├── HowTo Bind Properties to Widgets.vl │ │ ├── HowTo Consume Observables.vl │ │ ├── HowTo Merge And Convert Channels.vl │ │ └── HowTo Merge Channels.vl │ ├── Commands │ │ ├── Explanation Overview Layouting Commands.vl │ │ ├── Explanation Overview Scroll Commands.vl │ │ ├── Explanation Overview Window Manipulation Commands.vl │ │ ├── HowTo Clipboard Text.vl │ │ ├── HowTo Default Focus in a Window.vl │ │ ├── HowTo Save and Load UI.vl │ │ ├── HowTo Set Keyboard Focus.vl │ │ └── HowTo Set Width of a Large Widget.vl │ ├── Help.xml │ ├── ImGuiSettings.ini │ ├── Interaction │ │ ├── Example Touch and Scroll.vl │ │ └── HowTo Keyboard.vl │ ├── Primitives │ │ ├── HowTo Draw a Circle.vl │ │ ├── HowTo Draw a Cubic Bezier.vl │ │ ├── HowTo Draw a Line.vl │ │ ├── HowTo Draw a Multicolor Rect .vl │ │ ├── HowTo Draw a NGon.vl │ │ ├── HowTo Draw a Quad.vl │ │ ├── HowTo Draw a Quadratic Bezier.vl │ │ ├── HowTo Draw a Rect.vl │ │ ├── HowTo Draw a Text.vl │ │ ├── HowTo Draw a Triangle.vl │ │ ├── HowTo Draw in a Foreground.vl │ │ └── HowTo Multicolor Window Background.vl │ ├── Queries │ │ ├── HowTo Check If Window Is Hovered.vl │ │ └── HowTo Get Cursor Position.vl │ ├── Styling │ │ ├── HowTo Select Styles.vl │ │ ├── HowTo Set Padding For a ChildWindow.vl │ │ ├── HowTo Set Spacing Between Widgets.vl │ │ ├── HowTo Style a Button.vl │ │ ├── HowTo Style a Checkbox or RadioButton.vl │ │ ├── HowTo Style a Plot.vl │ │ ├── HowTo Style a Scroll.vl │ │ ├── HowTo Style a Selectable.vl │ │ ├── HowTo Style a Separator.vl │ │ ├── HowTo Style a Slider.vl │ │ ├── HowTo Style a Tab.vl │ │ ├── HowTo Style a Table.vl │ │ ├── HowTo Style a Text.vl │ │ ├── HowTo Style a Window.vl │ │ ├── HowTo Use Custom Fonts.vl │ │ ├── HowTo Use Icon Fonts.vl │ │ └── Reference Built-in Style Editor.vl │ └── Widgets │ │ ├── HowTo Button.vl │ │ ├── HowTo Checkbox.vl │ │ ├── HowTo ChildWindows.vl │ │ ├── HowTo CollapsingHeader.vl │ │ ├── HowTo ColorButton.vl │ │ ├── HowTo ColorEdit.vl │ │ ├── HowTo ColorPicker.vl │ │ ├── HowTo Combo Box with GetSlice.vl │ │ ├── HowTo Combo Box.vl │ │ ├── HowTo Disable Widgets.vl │ │ ├── HowTo Drag Integer.vl │ │ ├── HowTo Drag.vl │ │ ├── HowTo Highlight a Row in a Table.vl │ │ ├── HowTo Input Path.vl │ │ ├── HowTo Input Text.vl │ │ ├── HowTo Input Values.vl │ │ ├── HowTo Interact with Overlapping Widgets.vl │ │ ├── HowTo ListBox.vl │ │ ├── HowTo Menu for a Window.vl │ │ ├── HowTo Menu for an App.vl │ │ ├── HowTo Modal Popup.vl │ │ ├── HowTo Popup.vl │ │ ├── HowTo ProgressBar.vl │ │ ├── HowTo RadioButtons Advanced.vl │ │ ├── HowTo RadioButtons Easy.vl │ │ ├── HowTo Resize ChildWindows.vl │ │ ├── HowTo Slider Integer.vl │ │ ├── HowTo Slider.vl │ │ ├── HowTo Tables.vl │ │ ├── HowTo Tabs.vl │ │ ├── HowTo Text.vl │ │ ├── HowTo Tooltip.vl │ │ ├── HowTo Trees.vl │ │ ├── HowTo Use Skia Inside ImGui.vl │ │ ├── HowTo Window.vl │ │ └── Plotting │ │ ├── HowTo Plot a Histogram.vl │ │ └── HowTo Plot a Line.vl ├── runtimes │ ├── win-arm64 │ │ └── native │ │ │ └── cimgui.dll │ └── win-x64 │ │ └── native │ │ └── cimgui.dll └── src │ ├── Commands │ ├── AlignTextToFramePadding.cs │ ├── DragDrop │ │ ├── DragDrop.cs │ │ └── DragDropSource.cs │ ├── GetClipboardText.cs │ ├── Layout │ │ ├── Group.cs │ │ ├── Indent.cs │ │ ├── IndentUnindent.cs │ │ ├── NewLine.cs │ │ ├── SameLine.cs │ │ ├── SetCursorPosition.cs │ │ ├── SetCursorPositionX.cs │ │ ├── SetCursorPositionY.cs │ │ ├── SetCursorScreenPosition.cs │ │ ├── SetItemWidth.cs │ │ ├── SetTextWrapPosition.cs │ │ ├── Spacing.cs │ │ └── Unindent.cs │ ├── LoadSaveIni │ │ ├── LoadIniSettingsFromDisk.cs │ │ ├── LoadIniSettingsFromMemory.cs │ │ ├── SaveIniSettingsToDisk.cs │ │ └── SaveIniSettingsToMemory.cs │ ├── Popup │ │ ├── CloseCurrentPopup.cs │ │ └── OpenPopup.cs │ ├── Questioned │ │ └── SetID.cs │ ├── ResetMouseDragDelta.cs │ ├── Scroll │ │ ├── SetScrollFromPosX.cs │ │ ├── SetScrollFromPosY.cs │ │ ├── SetScrollHereX.cs │ │ ├── SetScrollHereY.cs │ │ ├── SetScrollX.cs │ │ └── SetScrollY.cs │ ├── SetClipboardText.cs │ ├── SetColorEditPotions.cs │ ├── SetItemDefaultFocus.cs │ ├── SetKeyboardFocusHere.cs │ ├── SetNextItemAllowOverlap.cs │ ├── SetNextItemOpen.cs │ ├── SetNextItemWidth.cs │ ├── SetTabItemClosed.cs │ ├── Table │ │ ├── TableAngledHeadersRow.cs │ │ ├── TableHeader.cs │ │ ├── TableHeadersRow.cs │ │ ├── TableNextColumn.cs │ │ ├── TableNextRow.cs │ │ ├── TableSetBgColor.cs │ │ ├── TableSetColumnEnabled.cs │ │ ├── TableSetColumnIndex.cs │ │ ├── TableSetupColumnImmediate.cs │ │ └── TableSetupScrollFreeze.cs │ └── Window Manipulation │ │ ├── SetNextWindowBgAlpha.cs │ │ ├── SetNextWindowContentSize.cs │ │ ├── SetNextWindowFocus.cs │ │ ├── SetNextWindowPosition.cs │ │ ├── SetNextWindowScroll.cs │ │ ├── SetNextWindowSize.cs │ │ └── SetNextWindowSizeConstraints.cs │ ├── Core │ ├── ChannelWidget.cs │ ├── Context.cs │ ├── DrawCallback.cs │ ├── DrawList.cs │ ├── FontConfig.cs │ ├── GenerateNodeAttribute.cs │ ├── GlyphRange.cs │ ├── IStyle.cs │ ├── ImGuiTextFlags.cs │ ├── ImGuiUtils.cs │ ├── ImmediateModeWidget.cs │ ├── NodeBuildingUtils.cs │ ├── PrimitiveWidget.cs │ ├── RetainedModeWidget.cs │ ├── ValueSelector.Label.cs │ ├── ValueSelector.Max.cs │ ├── ValueSelector.Min.cs │ ├── ValueSelector.cs │ ├── ValueSelector{T}.cs │ └── Widget.cs │ ├── Editors │ ├── DefaultObjectEditorFactory.cs │ ├── IObjectEditor.cs │ ├── IObjectEditorFactory.cs │ ├── Implementations │ │ ├── AbstractObjectEditor.cs │ │ ├── ArrayEditor.cs │ │ ├── DynamicEnumEditor.cs │ │ ├── EnumEditor.cs │ │ ├── ListEditorBase.cs │ │ ├── MonadicEditor.cs │ │ ├── ObjectEditor.cs │ │ ├── ObjectEditorBasedOnChannelWidget.cs │ │ └── SpreadEditor.cs │ ├── ObjectEditorContext.cs │ └── ObjectEditorExtensions.cs │ ├── Helper │ ├── KeyboardHelper.cs │ └── RenderHelper.cs │ ├── Initialization.cs │ ├── Interfaces │ ├── IHasInputTextFlags.cs │ └── IHasLabel.cs │ ├── Properties │ └── AssemblyInfo.cs │ ├── Styling │ ├── SetAlphaStyle.cs │ ├── SetBorderStyle.cs │ ├── SetButtonStyle.cs │ ├── SetCheckboxStyle.cs │ ├── SetChildWindowStyle.cs │ ├── SetDockingStyle.cs │ ├── SetDrawList.cs │ ├── SetFrameStyle.cs │ ├── SetGrabStyle.cs │ ├── SetHeaderStyle.cs │ ├── SetIndentStyle.cs │ ├── SetPlotStyle.cs │ ├── SetPopupStyle.cs │ ├── SetPrimitiveStyle.cs │ ├── SetScrollStyle.cs │ ├── SetSelectableStyle.cs │ ├── SetSeparatorStyle.cs │ ├── SetSliderStyle.cs │ ├── SetSpacingStyle.cs │ ├── SetTabStyle.cs │ ├── SetTableStyle.cs │ ├── SetTextStyle.cs │ ├── SetWindowStyle.cs │ └── StyleBase.cs │ ├── VL.ImGui.csproj │ ├── Widgets │ ├── Bullet.cs │ ├── Button │ │ ├── ArrowButton.cs │ │ ├── BangButton.cs │ │ ├── Button.cs │ │ ├── ButtonSmall.cs │ │ └── InvisibleButton.cs │ ├── Checkbox.cs │ ├── Color │ │ ├── ColorButton.cs │ │ ├── ColorEdit.cs │ │ └── ColorPicker.cs │ ├── Combo.cs │ ├── Debugging │ │ ├── AboutWindow.cs │ │ ├── DemoWindow.cs │ │ ├── IDStackToolWindow.cs │ │ ├── MetricsWindow.cs │ │ └── UserGuide.cs │ ├── Disabling │ │ └── Disabled.cs │ ├── Drag │ │ ├── DragFloat.cs │ │ ├── DragFloat64.cs │ │ ├── DragFloatRange.cs │ │ ├── DragInt.cs │ │ ├── DragInt2.cs │ │ ├── DragInt3.cs │ │ ├── DragInt4.cs │ │ ├── DragIntRange2.cs │ │ ├── DragQuaternion.cs │ │ ├── DragTimeSpan.cs │ │ ├── DragVector2.cs │ │ ├── DragVector3.cs │ │ ├── DragVector4.cs │ │ └── DragWidget{T}.cs │ ├── Input │ │ ├── InputFloat.cs │ │ ├── InputFloat64.cs │ │ ├── InputInt.cs │ │ ├── InputInt2.cs │ │ ├── InputInt3.cs │ │ ├── InputInt4.cs │ │ ├── InputPath.cs │ │ ├── InputText.cs │ │ ├── InputTextCallbackData.cs │ │ ├── InputTextMultiline.cs │ │ ├── InputTextWithCallback.cs │ │ ├── InputTextWithHint.cs │ │ ├── InputTimeSpan.cs │ │ ├── InputVector2.cs │ │ ├── InputVector3.cs │ │ ├── InputVector4.cs │ │ └── InputWidget{T}.cs │ ├── Layout │ │ ├── Column.cs │ │ ├── Dummy.cs │ │ ├── Fold.cs │ │ └── Row.cs │ ├── ListBox.cs │ ├── Menu │ │ ├── MainMenuBar.cs │ │ ├── Menu.cs │ │ ├── MenuBar.cs │ │ └── MenuItem.cs │ ├── Plotting │ │ ├── PlotHistogram.cs │ │ ├── PlotLines.cs │ │ └── ProgressBar.cs │ ├── Popup │ │ ├── Modal.cs │ │ └── Popup.cs │ ├── Primitives │ │ ├── BezierCubic.cs │ │ ├── BezierQuadratic.cs │ │ ├── Circle.cs │ │ ├── Ellipse.cs │ │ ├── Line.cs │ │ ├── NGon.cs │ │ ├── Quad.cs │ │ ├── Rect.cs │ │ ├── RectMulticolor.cs │ │ ├── TextPrimitive.cs │ │ └── Triangle.cs │ ├── Queries │ │ ├── CalcItemWidth.cs │ │ ├── CalcTextSize.cs │ │ ├── GetContentRegionAvail.cs │ │ ├── GetContentRegionMax.cs │ │ ├── GetCursorPos.cs │ │ ├── GetCursorScreenPos.cs │ │ ├── GetCursorStartPos.cs │ │ ├── GetDrawListOffset.cs │ │ ├── GetFontSize.cs │ │ ├── GetFontTexUvWhitePixel.cs │ │ ├── GetFrameHeight.cs │ │ ├── GetFrameHeightWithSpacing.cs │ │ ├── GetID.cs │ │ ├── GetItemRectMax.cs │ │ ├── GetItemRectMin.cs │ │ ├── GetItemRectSize.cs │ │ ├── GetMainViewport.cs │ │ ├── GetScroll.cs │ │ ├── GetScrollMax.cs │ │ ├── GetStyle.cs │ │ ├── GetStyleColorName.cs │ │ ├── GetStyleColorVec4.cs │ │ ├── GetTextLineHeight.cs │ │ ├── GetTextLineHeightWithSpacing.cs │ │ ├── GetTreeNodeToLabelSpacing.cs │ │ ├── IsAnyItemActive.cs │ │ ├── IsAnyItemFocused.cs │ │ ├── IsAnyItemHovered.cs │ │ ├── IsItemActivated.cs │ │ ├── IsItemActive.cs │ │ ├── IsItemClicked.cs │ │ ├── IsItemDeactivated.cs │ │ ├── IsItemDeactivatedAfterEdit.cs │ │ ├── IsItemEdited.cs │ │ ├── IsItemFocused.cs │ │ ├── IsItemHovered.cs │ │ ├── IsItemToggledOpen.cs │ │ ├── IsItemVisible.cs │ │ ├── IsPopupOpen.cs │ │ ├── IsWindowDocked.cs │ │ ├── Keyboard │ │ │ ├── IsKeyDown.cs │ │ │ ├── IsKeyPressed.cs │ │ │ └── IsKeyReleased.cs │ │ ├── Mouse │ │ │ ├── GetMouseClickedCount.cs │ │ │ ├── GetMouseDragDelta.cs │ │ │ ├── GetMousePos.cs │ │ │ ├── GetMousePosOnOpeningCurrentPopup.cs │ │ │ ├── IsMouseClicked.cs │ │ │ ├── IsMouseDoubleClicked.cs │ │ │ ├── IsMouseDown.cs │ │ │ ├── IsMouseDragging.cs │ │ │ ├── IsMouseHoveringRect.cs │ │ │ └── IsMouseReleased.cs │ │ ├── Query.cs │ │ ├── TableGetColumnCount.cs │ │ ├── TableGetColumnFlags.cs │ │ ├── TableGetColumnIndex.cs │ │ ├── TableGetColumnName.cs │ │ ├── TableGetRowIndex.cs │ │ ├── TableGetSortSpecs.cs │ │ └── Window │ │ │ ├── GetWindowContentRegionMax.cs │ │ │ ├── GetWindowContentRegionMin.cs │ │ │ ├── GetWindowPos.cs │ │ │ ├── GetWindowSize.cs │ │ │ ├── IsWindowAppearing.cs │ │ │ ├── IsWindowCollapsed.cs │ │ │ ├── IsWindowFocused.cs │ │ │ └── IsWindowHovered.cs │ ├── Radiobutton.cs │ ├── Radiobuttons.cs │ ├── Selectable.cs │ ├── Separator.cs │ ├── SeparatorText.cs │ ├── Slider │ │ ├── SliderFloat.cs │ │ ├── SliderFloat64.cs │ │ ├── SliderFloat64Vertical.cs │ │ ├── SliderFloatVertical.cs │ │ ├── SliderInt.cs │ │ ├── SliderInt2.cs │ │ ├── SliderInt3.cs │ │ ├── SliderInt4.cs │ │ ├── SliderIntVertical.cs │ │ ├── SliderVector2.cs │ │ ├── SliderVector3.cs │ │ ├── SliderVector4.cs │ │ ├── SliderWidget{T}.cs │ │ └── VerticalSliderWidget{T}.cs │ ├── StyleEditor.cs │ ├── StyleSelector.cs │ ├── Table │ │ ├── TableCore.cs │ │ ├── TableRetained.cs │ │ └── TableSetupColumn.cs │ ├── Tabs │ │ ├── TabBar.cs │ │ ├── TabItem.cs │ │ └── TabItemButton.cs │ ├── Text │ │ ├── TextBullet.cs │ │ ├── TextLabel.cs │ │ ├── TextWidget.cs │ │ └── TextWrapped.cs │ ├── Tooltip │ │ ├── ItemTooltip.cs │ │ ├── ItemTooltipText.cs │ │ ├── Tooltip.cs │ │ └── TooltipText.cs │ └── Tree │ │ ├── CollapsingHeader.cs │ │ └── TreeNode.cs │ └── Windows │ ├── ChildWindow.cs │ └── WindowCore.cs ├── VL.LogView ├── VL.LogView.vl ├── assets │ ├── arrow-up-right.svg │ ├── attribution.txt │ ├── copy.svg │ ├── delete_forever_FILL0_wght300_GRAD0_opsz20.svg │ ├── format_align_left_FILL0_wght300_GRAD0_opsz20.svg │ ├── save.svg │ ├── vertical_align_top_FILL0_wght400_GRAD0_opsz20.svg │ └── view_week_FILL0_wght300_GRAD0_opsz20.svg ├── buildTransitive │ └── VL.LogView.targets ├── help │ ├── HowTo Use a LogUI Layer.vl │ └── HowTo Use a LogUI Widget.vl └── src │ └── VL.LogView.csproj ├── VL.Serialization.FSPickler.FSharp ├── Library.fs └── VL.Serialization.FSPickler.FSharp.fsproj ├── VL.Serialization.FSPickler ├── VL.Serialization.FSPickler.vl ├── help │ └── Explanation Use FSPickler Serializer.vl └── src │ ├── FSPicklerSerialization.cs │ ├── PicklerResolver.cs │ ├── TypeNameConverter.cs │ └── VL.Serialization.FSPickler.csproj ├── VL.Serialization.MessagePack ├── VL.Serialization.MessagePack.vl ├── help │ └── Explanation Use MessagePack Serializer.vl ├── src │ ├── Formatters │ │ ├── DynamicEnumFormatter.cs │ │ ├── IVLObjectFormatter.cs │ │ ├── OptionalFormatter.cs │ │ ├── SkiaFormatter.cs │ │ ├── SpreadFormatter.cs │ │ └── StrideFormatter.cs │ ├── Internal │ │ └── ThreadsafeTypeKeyHashTable.cs │ ├── JsonHelper.cs │ ├── MessagePackSerialization.cs │ ├── Properties │ │ └── launchSettings.json │ ├── Resolvers │ │ ├── CachingFormatterResolver.cs │ │ ├── SkiaResolver.cs │ │ ├── StrideResolver.cs │ │ └── VLResolver.cs │ └── VL.Serialization.MessagePack.csproj └── tests │ ├── MessagePackTests.cs │ └── VL.Serialization.MessagePack.Tests.csproj ├── VL.Serialization.Raw ├── VL.Serialization.Raw.vl ├── help │ └── Explanation Use Raw Serializer.vl ├── src │ ├── BlitableUtils.cs │ ├── RawSerialization.cs │ └── VL.Serialization.Raw.csproj └── tests │ ├── GlobalUsings.cs │ ├── RawTests.cs │ └── VL.Serialization.Raw.Tests.csproj ├── VL.Skia ├── README.md ├── VL.Skia.vl ├── help │ ├── Assets │ │ ├── LottieLogo1.json │ │ ├── Street.jpg │ │ ├── halo dot.bmp │ │ ├── pumping_quad │ │ │ ├── Rotating_Quad_00000.png │ │ │ ├── Rotating_Quad_00001.png │ │ │ ├── Rotating_Quad_00002.png │ │ │ ├── Rotating_Quad_00003.png │ │ │ ├── Rotating_Quad_00004.png │ │ │ ├── Rotating_Quad_00005.png │ │ │ ├── Rotating_Quad_00006.png │ │ │ ├── Rotating_Quad_00007.png │ │ │ ├── Rotating_Quad_00008.png │ │ │ ├── Rotating_Quad_00009.png │ │ │ ├── Rotating_Quad_00010.png │ │ │ ├── Rotating_Quad_00011.png │ │ │ ├── Rotating_Quad_00012.png │ │ │ ├── Rotating_Quad_00013.png │ │ │ ├── Rotating_Quad_00014.png │ │ │ ├── Rotating_Quad_00015.png │ │ │ ├── Rotating_Quad_00016.png │ │ │ ├── Rotating_Quad_00017.png │ │ │ ├── Rotating_Quad_00018.png │ │ │ ├── Rotating_Quad_00019.png │ │ │ ├── Rotating_Quad_00020.png │ │ │ ├── Rotating_Quad_00021.png │ │ │ ├── Rotating_Quad_00022.png │ │ │ ├── Rotating_Quad_00023.png │ │ │ ├── Rotating_Quad_00024.png │ │ │ ├── Rotating_Quad_00025.png │ │ │ ├── Rotating_Quad_00026.png │ │ │ ├── Rotating_Quad_00027.png │ │ │ ├── Rotating_Quad_00028.png │ │ │ └── Rotating_Quad_00029.png │ │ └── vvvv_a_multipurpose_toolkit.svg │ ├── Examples │ │ ├── Example BlurredOverlay.vl │ │ ├── Example Bouncing Ball.vl │ │ ├── Example Bouncy Circles.vl │ │ ├── Example Branching.vl │ │ ├── Example Circles in a grid scaled by distance to mouse.vl │ │ ├── Example Connect Points.vl │ │ ├── Example DifferentialGrowth.vl │ │ ├── Example FrameWithLabel.vl │ │ ├── Example Looking at Rectangles.vl │ │ ├── Example MultiLevin.vl │ │ ├── Example MultiTouch.vl │ │ ├── Example NoisyAgents.vl │ │ ├── Example Packing Characters.vl │ │ ├── Example Packing Circles.vl │ │ ├── Example Particle Life.HDE.vl │ │ ├── Example Particle Life.pc │ │ ├── Example Particle Life.pcb │ │ ├── Example Particle Life.vl │ │ ├── Example Points and Lines.vl │ │ ├── Example Randomwalk them Circles.vl │ │ ├── Example Repelling Circles.vl │ │ ├── Example Simple Drawing App.vl │ │ ├── Example Slideshow.vl │ │ ├── Example Spray.vl │ │ ├── Example Tetris.vl │ │ ├── Example Transformations SolarSystem.vl │ │ ├── Example Treeback.vl │ │ ├── Example Truchet Tiles.vl │ │ ├── Interaction │ │ │ ├── Example AdaptiveLayer.vl │ │ │ ├── Example Hovering.vl │ │ │ └── Example Panels.vl │ │ └── presets │ │ │ ├── Balanced.xml │ │ │ ├── ComplexEight.xml │ │ │ ├── DizzyFive.xml │ │ │ ├── Fluid.xml │ │ │ ├── Seven.xml │ │ │ ├── Social Distancing.xml │ │ │ ├── Solid.xml │ │ │ ├── Stars.xml │ │ │ ├── Three.xml │ │ │ └── TwoCreatures.xml │ ├── Help.xml │ ├── Overview │ │ ├── Explanation Arrows-Axis-Grids.vl │ │ ├── Explanation Bounds.vl │ │ ├── Explanation Camera.vl │ │ ├── Explanation Combining different spaces.vl │ │ ├── Explanation Drawing primitives.vl │ │ ├── Explanation Fill and Stroke.vl │ │ ├── Explanation Mouse and Keyboard.vl │ │ ├── Explanation Normalized and pixel space.vl │ │ ├── Explanation Paint.vl │ │ ├── Explanation Parametrization of primitives.vl │ │ ├── Explanation Points-Lines-Polygons.vl │ │ ├── Explanation Renderers and writers.vl │ │ ├── Explanation Spectral grouping of layers.vl │ │ ├── Explanation The Skia 2d drawing pipeline.vl │ │ └── Explanation Transformations.vl │ └── Topics │ │ ├── Clipping and Masking │ │ ├── HowTo Clip by a path.vl │ │ ├── HowTo Clip by a rectangle.vl │ │ ├── HowTo Create a mask from a layer.vl │ │ └── HowTo Create a mask from an image.vl │ │ ├── Filters and Shaders │ │ ├── Explanation An overview of Filters and Shaders.vl │ │ ├── HowTo Apply Filters to a Layer.vl │ │ ├── HowTo Apply a DropShadow.vl │ │ ├── HowTo Combine PathEffects and ImageFilters.vl │ │ ├── HowTo Compose ImageFilters.vl │ │ ├── HowTo Use ColorFilters.vl │ │ ├── HowTo Use ImageFilters.vl │ │ ├── HowTo Use MaskFilters.vl │ │ └── HowTo Use gradient and noise shaders.vl │ │ ├── Images │ │ ├── 05_From-Skia-to-vvvv.v4p │ │ ├── 06-From-vvvv-to-Skia.v4p │ │ ├── HowTo Colorize SVG.vl │ │ ├── HowTo Compose images.vl │ │ ├── HowTo Crop and Resize Images.vl │ │ ├── HowTo Draw SVGs.vl │ │ ├── HowTo Export PDF.vl │ │ ├── HowTo Export or save an image to a jpg or png file.vl │ │ ├── HowTo Load and draw image files.vl │ │ ├── HowTo Load and draw images in pixelspace.vl │ │ └── vl │ │ │ ├── VVVV.String.Skia.vl │ │ │ └── VVVV.Texture.Skia.vl │ │ ├── Misc │ │ ├── HowTo Configure a renderers window.vl │ │ ├── HowTo Draw a Checkerboard.vl │ │ ├── HowTo Draw a non-centered stroke.vl │ │ ├── HowTo Get the size of a renderers window.vl │ │ ├── HowTo Inject Mouse and Keyboard.vl │ │ └── HowTo Precompose.vl │ │ ├── Paths │ │ ├── Explanation An overview of path nodes.vl │ │ ├── Explanation Caching paths.vl │ │ ├── Explanation Working with Paths.vl │ │ ├── HowTo Combine paths using boolean operations.vl │ │ ├── HowTo Compose PathEffects.vl │ │ ├── HowTo Convert a Stroke into a path.vl │ │ ├── HowTo Dash a path.vl │ │ ├── HowTo Fit a Path into a Bounds.vl │ │ ├── HowTo Sample a path.vl │ │ ├── HowTo Sample the paths of an SVG.vl │ │ ├── HowTo Smoothen a paths corners.vl │ │ ├── HowTo Trim a Path.vl │ │ └── HowTo Use PathEffects.vl │ │ ├── Text │ │ ├── HowTo Align text.vl │ │ ├── HowTo Break text at a given width.vl │ │ ├── HowTo Break text at a rectangle.vl │ │ ├── HowTo Draw text with ellipsis.vl │ │ ├── HowTo Draw text.vl │ │ ├── HowTo MultiColumn Text.vl │ │ ├── HowTo Use a custom font.vl │ │ └── HowTo Use the typewriter.vl │ │ └── Video │ │ ├── HowTo Play Lottie Animations FrameBased.vl │ │ ├── HowTo Play Lottie Animations.vl │ │ ├── HowTo Play a stack of images by frame Id.vl │ │ └── HowTo Play a stack of images.vl └── src │ ├── CanvasExtensions.cs │ ├── Console.cs │ ├── DeferredLayer.cs │ ├── FormBoundsNotification.cs │ ├── FromSharedHandle.cs │ ├── Group.cs │ ├── Helpers.cs │ ├── Imaging.cs │ ├── Initialization.cs │ ├── Layers.cs │ ├── OffScreenRenderer.cs │ ├── PictureRecorder.cs │ ├── Properties │ ├── AssemblyInfo.cs │ ├── Resources.Designer.cs │ └── Resources.resx │ ├── ReadingMethod.cs │ ├── RenderInfo.cs │ ├── Resources │ └── vvvv_MAINICON.ico │ ├── SkiaRenderer.Designer.cs │ ├── SkiaRenderer.Win32.cs │ ├── SkiaRenderer.cs │ ├── SkiaRenderer.resx │ ├── SkiaRendererNode.cs │ ├── VL.Skia.csproj │ └── Video │ ├── SKImageToVideoStream.cs │ ├── TexturePool.cs │ ├── VideoSourceToSKImage.cs │ ├── VideoStreamToSKImage.cs │ └── VideoUtils.cs ├── VL.StandardLibs.sln ├── VL.Stride.DefaultAssets ├── Assets │ ├── DefaultGraphicsCompositor.sdgfxcomp │ ├── DefaultMainScene.sdscene │ └── GameSettings.sdgamesettings ├── README.md ├── VL.Stride.DefaultAssets.csproj └── VL.Stride.DefaultAssets.sdpkg ├── VL.Stride.HDE ├── Assets │ └── Templates │ │ ├── EditShaders │ │ ├── EditShaders.csproj │ │ ├── EditShaders.sdpkg │ │ ├── EditShaders.sln │ │ └── NuGet.config │ │ └── ShaderTemplates │ │ ├── 0-SourceTemplate_TextureFX.sdsl │ │ ├── 1-FilterTemplate_TextureFX.sdsl │ │ ├── 2-MixerTemplate_TextureFX.sdsl │ │ ├── 3-DrawFXTemplate_DrawFX.sdsl │ │ ├── 4-ComputeFXTemplate_ComputeFX.sdsl │ │ ├── 5-ShaderTemplate_EmptyShader.sdsl │ │ └── 6-ShaderFXTemplate_ShaderFX.sdsl ├── README.md ├── VL.Stride.HDE.vl ├── VL.UI.NewShader-Lib.vl ├── VL.UI.NewShader.HDE.vl └── src │ └── VL.Stride.HDE.csproj ├── VL.Stride.Runtime ├── README.md ├── VL.FieldTrip.vl ├── VL.Stride.Dummies.vl ├── VL.Stride.Engine.vl ├── VL.Stride.Games.vl ├── VL.Stride.Graphics.vl ├── VL.Stride.Input.vl ├── VL.Stride.Rendering.Gizmo.vl ├── VL.Stride.Rendering.Instancer.vl ├── VL.Stride.Rendering.ShaderFX.vl ├── VL.Stride.Rendering.Temp.vl ├── VL.Stride.Rendering.TextureFX.vl ├── VL.Stride.Rendering.vl ├── VL.Stride.Runtime.TypeForwards.vl ├── VL.Stride.Runtime.vl ├── VL.Stride.Video.vl ├── dependencies │ ├── vvvv.geometry3Sharp.deps.json │ └── vvvv.geometry3Sharp.dll └── src │ ├── Assets │ ├── Materials │ │ ├── BodyThinGlass.sdmat │ │ ├── BodyWhite.sdmat │ │ ├── BodyWhiteEmissive.sdmat │ │ ├── Ground Material.sdmat │ │ ├── ShaderMaterial.sdmat │ │ └── Sphere Material.sdmat │ ├── Models │ │ ├── Ground.sdpromodel │ │ ├── Small_Table.sdm3d │ │ └── Sphere.sdpromodel │ ├── Physics │ │ ├── RigidBox.sdprefab │ │ ├── RigidSphere.sdprefab │ │ ├── StaticBox.sdprefab │ │ ├── StaticInfinitePlane.sdprefab │ │ └── StaticSphere.sdprefab │ ├── Sounds │ │ ├── vvvv.sdsnd │ │ └── vvvv_spacialized.sdsnd │ └── Textures │ │ ├── Skybox Texture.sdtex │ │ ├── Skybox.sdsky │ │ ├── bicubic_filterkernel.sdtex │ │ ├── earth.sdtex │ │ ├── earth_elev.sdtex │ │ ├── earth_lights.sdtex │ │ ├── halo dot.sdtex │ │ ├── noise_volume_128.sdtex │ │ └── wimp.sdtex │ ├── Audio │ └── AudioEmitterExtensions.cs │ ├── Core │ ├── Assets │ │ └── AssetWrapper.cs │ ├── CollectionExtensions.cs │ ├── IO │ │ ├── AggregateFileProvider.cs │ │ └── InMemoryFileProvider.cs │ ├── LogBridge.cs │ ├── LoggerExtensions.cs │ └── ObjectDebugger.cs │ ├── Effects │ ├── Common │ │ ├── BufferUtils.sdsl │ │ ├── BufferUtils.sdsl.cs │ │ ├── ColorUtilityTemp.sdsl │ │ ├── ColorUtilityTemp.sdsl.cs │ │ ├── ConstantColor.sdsl │ │ ├── ConstantColor.sdsl.cs │ │ ├── ConstantTexture.sdsl │ │ ├── ConstantTexture.sdsl.cs │ │ ├── InstanceWorldBuffer.sdsl │ │ ├── InstanceWorldBuffer.sdsl.cs │ │ ├── MaterialExtension.sdsl │ │ ├── MaterialExtension.sdsl.cs │ │ ├── MeshOutlineShader.sdsl │ │ ├── MeshOutlineShader.sdsl.cs │ │ ├── ShaderUtils.sdsl │ │ ├── ShaderUtils.sdsl.cs │ │ ├── TextureUtils.sdsl │ │ ├── TextureUtils.sdsl.cs │ │ ├── TransformUtils.sdsl │ │ ├── TransformUtils.sdsl.cs │ │ ├── VS_PS_Base.sdsl │ │ ├── VS_PS_Base.sdsl.cs │ │ ├── VertexIDStream.sdsl │ │ ├── VertexIDStream.sdsl.cs │ │ ├── WireframeShader.sdsl │ │ └── WireframeShader.sdsl.cs │ ├── ComputeFX │ │ ├── ComputeFXEffect.sdfx │ │ ├── ComputeFXEffect.sdfx.cs │ │ ├── ComputeFXGraph.sdsl │ │ ├── ComputeFXGraph.sdsl.cs │ │ ├── ComputeFXGraphEffect.sdfx │ │ ├── ComputeFXGraphEffect.sdfx.cs │ │ ├── SampleTexture_ComputeFX.sdsl │ │ └── SampleTexture_ComputeFX.sdsl.cs │ ├── DrawFXEffect.sdfx │ ├── DrawFXEffect.sdfx.cs │ ├── EffectNodeBaseKeys.cs │ ├── HappyLibs │ │ ├── HappyCalc.sdsl │ │ ├── HappyCalc.sdsl.cs │ │ ├── HappyNoise.sdsl │ │ ├── HappyNoise.sdsl.cs │ │ ├── HappyTransform.sdsl │ │ ├── HappyTransform.sdsl.cs │ │ ├── VectorUtils.sdsl │ │ └── VectorUtils.sdsl.cs │ ├── InstancedMeshStreamOut_DrawFX.sdsl │ ├── InstancedMeshStreamOut_DrawFX.sdsl.cs │ ├── InstancedMeshTangentStreamOut_DrawFX.sdsl │ ├── InstancedMeshTangentStreamOut_DrawFX.sdsl.cs │ ├── ShaderFX │ │ ├── Buffer │ │ │ ├── DeclBufferFloat.sdsl │ │ │ ├── DeclBufferFloat.sdsl.cs │ │ │ ├── DeclBufferFloat2.sdsl │ │ │ ├── DeclBufferFloat2.sdsl.cs │ │ │ ├── DeclBufferFloat3.sdsl │ │ │ ├── DeclBufferFloat3.sdsl.cs │ │ │ ├── DeclBufferFloat4.sdsl │ │ │ ├── DeclBufferFloat4.sdsl.cs │ │ │ ├── DeclRWBufferFloat.sdsl │ │ │ ├── DeclRWBufferFloat.sdsl.cs │ │ │ ├── DeclRWBufferFloat2.sdsl │ │ │ ├── DeclRWBufferFloat2.sdsl.cs │ │ │ ├── DeclRWBufferFloat3.sdsl │ │ │ ├── DeclRWBufferFloat3.sdsl.cs │ │ │ ├── DeclRWBufferFloat4.sdsl │ │ │ ├── DeclRWBufferFloat4.sdsl.cs │ │ │ ├── GetItemBufferFloat.sdsl │ │ │ ├── GetItemBufferFloat.sdsl.cs │ │ │ ├── GetItemBufferFloat2.sdsl │ │ │ ├── GetItemBufferFloat2.sdsl.cs │ │ │ ├── GetItemBufferFloat3.sdsl │ │ │ ├── GetItemBufferFloat3.sdsl.cs │ │ │ ├── GetItemBufferFloat4.sdsl │ │ │ ├── GetItemBufferFloat4.sdsl.cs │ │ │ ├── GetItemRWBufferFloat.sdsl │ │ │ ├── GetItemRWBufferFloat.sdsl.cs │ │ │ ├── GetItemRWBufferFloat2.sdsl │ │ │ ├── GetItemRWBufferFloat2.sdsl.cs │ │ │ ├── GetItemRWBufferFloat3.sdsl │ │ │ ├── GetItemRWBufferFloat3.sdsl.cs │ │ │ ├── GetItemRWBufferFloat4.sdsl │ │ │ ├── GetItemRWBufferFloat4.sdsl.cs │ │ │ ├── SetItemRWBufferFloat.sdsl │ │ │ ├── SetItemRWBufferFloat.sdsl.cs │ │ │ ├── SetItemRWBufferFloat2.sdsl │ │ │ ├── SetItemRWBufferFloat2.sdsl.cs │ │ │ ├── SetItemRWBufferFloat3.sdsl │ │ │ ├── SetItemRWBufferFloat3.sdsl.cs │ │ │ ├── SetItemRWBufferFloat4.sdsl │ │ │ └── SetItemRWBufferFloat4.sdsl.cs │ │ ├── ComputeUtils │ │ │ ├── GetLinearDispatchThreadId.sdsl │ │ │ ├── GetLinearDispatchThreadId.sdsl.cs │ │ │ ├── TexCoordFromThreadId.sdsl │ │ │ └── TexCoordFromThreadId.sdsl.cs │ │ ├── ComputeValue │ │ │ ├── ComputeBool.sdsl │ │ │ ├── ComputeBool.sdsl.cs │ │ │ ├── ComputeFloat.sdsl │ │ │ ├── ComputeFloat.sdsl.cs │ │ │ ├── ComputeFloat2.sdsl │ │ │ ├── ComputeFloat2.sdsl.cs │ │ │ ├── ComputeFloat3.sdsl │ │ │ ├── ComputeFloat3.sdsl.cs │ │ │ ├── ComputeFloat4.sdsl │ │ │ ├── ComputeFloat4.sdsl.cs │ │ │ ├── ComputeInt.sdsl │ │ │ ├── ComputeInt.sdsl.cs │ │ │ ├── ComputeInt2.sdsl │ │ │ ├── ComputeInt2.sdsl.cs │ │ │ ├── ComputeMatrix.sdsl │ │ │ ├── ComputeMatrix.sdsl.cs │ │ │ ├── ComputeUInt.sdsl │ │ │ └── ComputeUInt.sdsl.cs │ │ ├── ComputeVoid │ │ │ ├── ComputeOrder.sdsl │ │ │ ├── ComputeOrder.sdsl.cs │ │ │ ├── ComputeVoid.sdsl │ │ │ └── ComputeVoid.sdsl.cs │ │ ├── Constant │ │ │ ├── ConstantFloat.sdsl │ │ │ ├── ConstantFloat.sdsl.cs │ │ │ ├── ConstantFloat2.sdsl │ │ │ ├── ConstantFloat2.sdsl.cs │ │ │ ├── ConstantFloat3.sdsl │ │ │ ├── ConstantFloat3.sdsl.cs │ │ │ ├── ConstantFloat4.sdsl │ │ │ ├── ConstantFloat4.sdsl.cs │ │ │ ├── ConstantUInt.sdsl │ │ │ └── ConstantUInt.sdsl.cs │ │ ├── Control │ │ │ ├── DoFloat.sdsl │ │ │ ├── DoFloat.sdsl.cs │ │ │ ├── DoFloat2.sdsl │ │ │ ├── DoFloat2.sdsl.cs │ │ │ ├── DoFloat3.sdsl │ │ │ ├── DoFloat3.sdsl.cs │ │ │ ├── DoFloat4.sdsl │ │ │ ├── DoFloat4.sdsl.cs │ │ │ ├── IfThen.sdsl │ │ │ ├── IfThen.sdsl.cs │ │ │ ├── IfThenElse.sdsl │ │ │ └── IfThenElse.sdsl.cs │ │ ├── FieldTrip │ │ │ ├── ScalarField2D │ │ │ │ ├── FbMFloat2ToFloat.sdsl │ │ │ │ ├── FbMFloat2ToFloat.sdsl.cs │ │ │ │ ├── NoiseFloat2ToFloat.sdsl │ │ │ │ ├── NoiseFloat2ToFloat.sdsl.cs │ │ │ │ ├── NoisePerlinFloat2ToFloat.sdsl │ │ │ │ ├── NoisePerlinFloat2ToFloat.sdsl.cs │ │ │ │ ├── NoiseWorleyFastFloat2ToFloat.sdsl │ │ │ │ ├── NoiseWorleyFastFloat2ToFloat.sdsl.cs │ │ │ │ ├── NoiseWorleyFastOverloadTest.sdsl │ │ │ │ ├── NoiseWorleyFastOverloadTest.sdsl.cs │ │ │ │ ├── SDF2D.sdsl │ │ │ │ ├── SDF2D.sdsl.cs │ │ │ │ ├── ToTextureSF2D.sdsl │ │ │ │ └── ToTextureSF2D.sdsl.cs │ │ │ ├── ScalarField3D │ │ │ │ ├── AddSDF.sdsl │ │ │ │ ├── AddSDF.sdsl.cs │ │ │ │ ├── BoxSDF.sdsl │ │ │ │ ├── BoxSDF.sdsl.cs │ │ │ │ ├── CombineSDF.sdsl │ │ │ │ ├── CombineSDF.sdsl.cs │ │ │ │ ├── DomainDistortion.sdsl │ │ │ │ ├── DomainDistortion.sdsl.cs │ │ │ │ ├── DomainOpSF3D.sdsl │ │ │ │ ├── DomainOpSF3D.sdsl.cs │ │ │ │ ├── DomainRepeat2DSF3D.sdsl │ │ │ │ ├── DomainRepeat2DSF3D.sdsl.cs │ │ │ │ ├── DomainRepeatSF3D.sdsl │ │ │ │ ├── DomainRepeatSF3D.sdsl.cs │ │ │ │ ├── IntersectSDF.sdsl │ │ │ │ ├── IntersectSDF.sdsl.cs │ │ │ │ ├── JuliaSDF.sdsl │ │ │ │ ├── JuliaSDF.sdsl.cs │ │ │ │ ├── NoiseFloat3ToFloat.sdsl │ │ │ │ ├── NoiseFloat3ToFloat.sdsl.cs │ │ │ │ ├── NoisePerlin.sdsl │ │ │ │ ├── NoisePerlin.sdsl.cs │ │ │ │ ├── NoiseWorleyFast.sdsl │ │ │ │ ├── NoiseWorleyFast.sdsl.cs │ │ │ │ ├── PlaneSDF.sdsl │ │ │ │ ├── PlaneSDF.sdsl.cs │ │ │ │ ├── Raymarcher.sdsl │ │ │ │ ├── Raymarcher.sdsl.cs │ │ │ │ ├── RaymarcherMatcap.sdsl │ │ │ │ ├── RaymarcherMatcap.sdsl.cs │ │ │ │ ├── SDF3D.sdsl │ │ │ │ ├── SDF3D.sdsl.cs │ │ │ │ ├── SphereSDF.sdsl │ │ │ │ ├── SphereSDF.sdsl.cs │ │ │ │ ├── ToTextureSF3D.sdsl │ │ │ │ ├── ToTextureSF3D.sdsl.cs │ │ │ │ ├── UnionSDF.sdsl │ │ │ │ ├── UnionSDF.sdsl.cs │ │ │ │ ├── UnionStairsSDF.sdsl │ │ │ │ └── UnionStairsSDF.sdsl.cs │ │ │ ├── VectorField3D │ │ │ │ ├── DomainOpVF3D.sdsl │ │ │ │ ├── DomainOpVF3D.sdsl.cs │ │ │ │ ├── NoiseFloat3ToFloat3.sdsl │ │ │ │ ├── NoiseFloat3ToFloat3.sdsl.cs │ │ │ │ ├── NoisePerlinFloat3ToFloat3.sdsl │ │ │ │ ├── NoisePerlinFloat3ToFloat3.sdsl.cs │ │ │ │ ├── NoiseWorleyFastFloat3ToFloat3.sdsl │ │ │ │ └── NoiseWorleyFastFloat3ToFloat3.sdsl.cs │ │ │ ├── VertexTest.sdsl │ │ │ └── VertexTest.sdsl.cs │ │ ├── Functions │ │ │ ├── DelegateFloat2ToFloat4.sdsl │ │ │ ├── DelegateFloat2ToFloat4.sdsl.cs │ │ │ ├── DelegateFloat3ToFloat.sdsl │ │ │ ├── DelegateFloat3ToFloat.sdsl.cs │ │ │ ├── Float2ToFloat.sdsl │ │ │ ├── Float2ToFloat.sdsl.cs │ │ │ ├── Float2ToFloat2.sdsl │ │ │ ├── Float2ToFloat2.sdsl.cs │ │ │ ├── Float2ToFloat4.sdsl │ │ │ ├── Float2ToFloat4.sdsl.cs │ │ │ ├── Float3ToFloat.sdsl │ │ │ ├── Float3ToFloat.sdsl.cs │ │ │ ├── Float3ToFloat2.sdsl │ │ │ ├── Float3ToFloat2.sdsl.cs │ │ │ ├── Float3ToFloat3.sdsl │ │ │ ├── Float3ToFloat3.sdsl.cs │ │ │ ├── Float3ToFloat4.sdsl │ │ │ ├── Float3ToFloat4.sdsl.cs │ │ │ ├── Float4ToFloat4.sdsl │ │ │ ├── Float4ToFloat4.sdsl.cs │ │ │ ├── FloatFloatToFloat.sdsl │ │ │ ├── FloatFloatToFloat.sdsl.cs │ │ │ ├── InvokeFloat2ToFloat.sdsl │ │ │ ├── InvokeFloat2ToFloat.sdsl.cs │ │ │ ├── InvokeFloat2ToFloat4.sdsl │ │ │ ├── InvokeFloat2ToFloat4.sdsl.cs │ │ │ ├── InvokeFloat3ToFloat.sdsl │ │ │ ├── InvokeFloat3ToFloat.sdsl.cs │ │ │ ├── InvokeFloat4ToFloat4.sdsl │ │ │ └── InvokeFloat4ToFloat4.sdsl.cs │ │ ├── Input │ │ │ ├── DeclBool.sdsl │ │ │ ├── DeclBool.sdsl.cs │ │ │ ├── DeclFloat.sdsl │ │ │ ├── DeclFloat.sdsl.cs │ │ │ ├── DeclFloat2.sdsl │ │ │ ├── DeclFloat2.sdsl.cs │ │ │ ├── DeclFloat3.sdsl │ │ │ ├── DeclFloat3.sdsl.cs │ │ │ ├── DeclFloat4.sdsl │ │ │ ├── DeclFloat4.sdsl.cs │ │ │ ├── DeclMatrix.sdsl │ │ │ ├── DeclMatrix.sdsl.cs │ │ │ ├── DeclUInt.sdsl │ │ │ ├── DeclUInt.sdsl.cs │ │ │ ├── InputBool.sdsl │ │ │ ├── InputBool.sdsl.cs │ │ │ ├── InputFloat.sdsl │ │ │ ├── InputFloat.sdsl.cs │ │ │ ├── InputFloat2.sdsl │ │ │ ├── InputFloat2.sdsl.cs │ │ │ ├── InputFloat3.sdsl │ │ │ ├── InputFloat3.sdsl.cs │ │ │ ├── InputFloat4.sdsl │ │ │ ├── InputFloat4.sdsl.cs │ │ │ ├── InputKeyBool.sdsl │ │ │ ├── InputKeyBool.sdsl.cs │ │ │ ├── InputKeyFloat.sdsl │ │ │ ├── InputKeyFloat.sdsl.cs │ │ │ ├── InputKeyFloat2.sdsl │ │ │ ├── InputKeyFloat2.sdsl.cs │ │ │ ├── InputKeyFloat3.sdsl │ │ │ ├── InputKeyFloat3.sdsl.cs │ │ │ ├── InputKeyFloat4.sdsl │ │ │ ├── InputKeyFloat4.sdsl.cs │ │ │ ├── InputKeyMatrix.sdsl │ │ │ ├── InputKeyMatrix.sdsl.cs │ │ │ ├── InputMatrix.sdsl │ │ │ ├── InputMatrix.sdsl.cs │ │ │ ├── InputUInt.sdsl │ │ │ └── InputUInt.sdsl.cs │ │ ├── Join │ │ │ ├── JoinFloat4.sdsl │ │ │ ├── JoinFloat4.sdsl.cs │ │ │ ├── JoinFloat4Float3.sdsl │ │ │ ├── JoinFloat4Float3.sdsl.cs │ │ │ ├── JoinInt2.sdsl │ │ │ └── JoinInt2.sdsl.cs │ │ ├── Operations │ │ │ ├── Conversion │ │ │ │ ├── ColorToFloat4.sdsl │ │ │ │ ├── ColorToFloat4.sdsl.cs │ │ │ │ ├── Float4ToColor.sdsl │ │ │ │ ├── Float4ToColor.sdsl.cs │ │ │ │ ├── FloatToScalar.sdsl │ │ │ │ ├── FloatToScalar.sdsl.cs │ │ │ │ ├── UIntToInt.sdsl │ │ │ │ └── UIntToInt.sdsl.cs │ │ │ ├── Distance │ │ │ │ ├── DistanceFloat.sdsl │ │ │ │ ├── DistanceFloat.sdsl.cs │ │ │ │ ├── DistanceFloat2.sdsl │ │ │ │ ├── DistanceFloat2.sdsl.cs │ │ │ │ ├── DistanceFloat3.sdsl │ │ │ │ ├── DistanceFloat3.sdsl.cs │ │ │ │ ├── DistanceFloat4.sdsl │ │ │ │ └── DistanceFloat4.sdsl.cs │ │ │ ├── DivMod │ │ │ │ ├── DivModUInt.sdsl │ │ │ │ └── DivModUInt.sdsl.cs │ │ │ ├── Divide │ │ │ │ ├── DivideFloat.sdsl │ │ │ │ ├── DivideFloat.sdsl.cs │ │ │ │ ├── DivideFloat2.sdsl │ │ │ │ ├── DivideFloat2.sdsl.cs │ │ │ │ ├── DivideFloat3.sdsl │ │ │ │ ├── DivideFloat3.sdsl.cs │ │ │ │ ├── DivideFloat4.sdsl │ │ │ │ ├── DivideFloat4.sdsl.cs │ │ │ │ ├── DivideInt.sdsl │ │ │ │ ├── DivideInt.sdsl.cs │ │ │ │ ├── DivideUInt.sdsl │ │ │ │ └── DivideUInt.sdsl.cs │ │ │ ├── Frac │ │ │ │ ├── FracFloat.sdsl │ │ │ │ ├── FracFloat.sdsl.cs │ │ │ │ ├── FracFloat4.sdsl │ │ │ │ └── FracFloat4.sdsl.cs │ │ │ ├── Greater │ │ │ │ ├── GreaterFloat.sdsl │ │ │ │ ├── GreaterFloat.sdsl.cs │ │ │ │ ├── GreaterUInt.sdsl │ │ │ │ └── GreaterUInt.sdsl.cs │ │ │ ├── Length │ │ │ │ ├── LengthFloat3.sdsl │ │ │ │ ├── LengthFloat3.sdsl.cs │ │ │ │ ├── LengthFloat4.sdsl │ │ │ │ └── LengthFloat4.sdsl.cs │ │ │ ├── Lerp │ │ │ │ ├── LerpFloat.sdsl │ │ │ │ ├── LerpFloat.sdsl.cs │ │ │ │ ├── LerpFloat2.sdsl │ │ │ │ ├── LerpFloat2.sdsl.cs │ │ │ │ ├── LerpFloat3.sdsl │ │ │ │ ├── LerpFloat3.sdsl.cs │ │ │ │ ├── LerpFloat4.sdsl │ │ │ │ └── LerpFloat4.sdsl.cs │ │ │ ├── Minus │ │ │ │ ├── MinusFloat.sdsl │ │ │ │ ├── MinusFloat.sdsl.cs │ │ │ │ ├── MinusFloat2.sdsl │ │ │ │ ├── MinusFloat2.sdsl.cs │ │ │ │ ├── MinusFloat3.sdsl │ │ │ │ ├── MinusFloat3.sdsl.cs │ │ │ │ ├── MinusFloat4.sdsl │ │ │ │ └── MinusFloat4.sdsl.cs │ │ │ ├── Mod │ │ │ │ ├── ModUInt.sdsl │ │ │ │ └── ModUInt.sdsl.cs │ │ │ ├── Multiply │ │ │ │ ├── MultiplyFloat.sdsl │ │ │ │ ├── MultiplyFloat.sdsl.cs │ │ │ │ ├── MultiplyFloat2.sdsl │ │ │ │ ├── MultiplyFloat2.sdsl.cs │ │ │ │ ├── MultiplyFloat3.sdsl │ │ │ │ ├── MultiplyFloat3.sdsl.cs │ │ │ │ ├── MultiplyFloat4.sdsl │ │ │ │ ├── MultiplyFloat4.sdsl.cs │ │ │ │ ├── MultiplyInt.sdsl │ │ │ │ ├── MultiplyInt.sdsl.cs │ │ │ │ ├── MultiplyUInt.sdsl │ │ │ │ └── MultiplyUInt.sdsl.cs │ │ │ ├── Plus │ │ │ │ ├── PlusFloat.sdsl │ │ │ │ ├── PlusFloat.sdsl.cs │ │ │ │ ├── PlusFloat2.sdsl │ │ │ │ ├── PlusFloat2.sdsl.cs │ │ │ │ ├── PlusFloat3.sdsl │ │ │ │ ├── PlusFloat3.sdsl.cs │ │ │ │ ├── PlusFloat4.sdsl │ │ │ │ ├── PlusFloat4.sdsl.cs │ │ │ │ ├── PlusInt.sdsl │ │ │ │ ├── PlusInt.sdsl.cs │ │ │ │ ├── PlusUInt.sdsl │ │ │ │ └── PlusUInt.sdsl.cs │ │ │ ├── SmoothStep │ │ │ │ ├── SmoothStepFloat.sdsl │ │ │ │ ├── SmoothStepFloat.sdsl.cs │ │ │ │ ├── SmoothStepFloat2.sdsl │ │ │ │ ├── SmoothStepFloat2.sdsl.cs │ │ │ │ ├── SmoothStepFloat3.sdsl │ │ │ │ ├── SmoothStepFloat3.sdsl.cs │ │ │ │ ├── SmoothStepFloat4.sdsl │ │ │ │ └── SmoothStepFloat4.sdsl.cs │ │ │ └── Transform │ │ │ │ ├── TransformFloat4.sdsl │ │ │ │ └── TransformFloat4.sdsl.cs │ │ ├── ShaderFXEffect.sdfx │ │ ├── ShaderFXEffect.sdfx.cs │ │ ├── ShaderFXGraph.sdsl │ │ ├── ShaderFXGraph.sdsl.cs │ │ ├── ShaderFXGraphEffect.sdfx │ │ ├── ShaderFXGraphEffect.sdfx.cs │ │ ├── Split │ │ │ ├── GetMemberFloat2Float.sdsl │ │ │ ├── GetMemberFloat2Float.sdsl.cs │ │ │ ├── GetMemberFloat2Float4.sdsl │ │ │ ├── GetMemberFloat2Float4.sdsl.cs │ │ │ ├── GetMemberFloat3Float.sdsl │ │ │ ├── GetMemberFloat3Float.sdsl.cs │ │ │ ├── GetMemberFloat4Float.sdsl │ │ │ ├── GetMemberFloat4Float.sdsl.cs │ │ │ ├── GetMemberFloat4Float2.sdsl │ │ │ ├── GetMemberFloat4Float2.sdsl.cs │ │ │ ├── GetMemberFloat4Float3.sdsl │ │ │ └── GetMemberFloat4Float3.sdsl.cs │ │ ├── Texture │ │ │ ├── DeclSampler.sdsl │ │ │ ├── DeclSampler.sdsl.cs │ │ │ ├── DeclTexture.sdsl │ │ │ ├── DeclTexture.sdsl.cs │ │ │ ├── LoadTextureFloat.sdsl │ │ │ ├── LoadTextureFloat.sdsl.cs │ │ │ ├── LoadTextureFloat2.sdsl │ │ │ ├── LoadTextureFloat2.sdsl.cs │ │ │ ├── LoadTextureFloat3.sdsl │ │ │ ├── LoadTextureFloat3.sdsl.cs │ │ │ ├── LoadTextureFloat4.sdsl │ │ │ ├── LoadTextureFloat4.sdsl.cs │ │ │ ├── SampleCubicBSplineTextureFloat.sdsl │ │ │ ├── SampleCubicBSplineTextureFloat.sdsl.cs │ │ │ ├── SampleCubicBSplineTextureFloat2.sdsl │ │ │ ├── SampleCubicBSplineTextureFloat2.sdsl.cs │ │ │ ├── SampleCubicBSplineTextureFloat3.sdsl │ │ │ ├── SampleCubicBSplineTextureFloat3.sdsl.cs │ │ │ ├── SampleCubicBSplineTextureFloat4.sdsl │ │ │ ├── SampleCubicBSplineTextureFloat4.sdsl.cs │ │ │ ├── SampleCubicCatmullRomTextureFloat.sdsl │ │ │ ├── SampleCubicCatmullRomTextureFloat.sdsl.cs │ │ │ ├── SampleCubicCatmullRomTextureFloat2.sdsl │ │ │ ├── SampleCubicCatmullRomTextureFloat2.sdsl.cs │ │ │ ├── SampleCubicCatmullRomTextureFloat3.sdsl │ │ │ ├── SampleCubicCatmullRomTextureFloat3.sdsl.cs │ │ │ ├── SampleCubicCatmullRomTextureFloat4.sdsl │ │ │ ├── SampleCubicCatmullRomTextureFloat4.sdsl.cs │ │ │ ├── SampleLevelTextureFloat.sdsl │ │ │ ├── SampleLevelTextureFloat.sdsl.cs │ │ │ ├── SampleLevelTextureFloat2.sdsl │ │ │ ├── SampleLevelTextureFloat2.sdsl.cs │ │ │ ├── SampleLevelTextureFloat3.sdsl │ │ │ ├── SampleLevelTextureFloat3.sdsl.cs │ │ │ ├── SampleLevelTextureFloat4.sdsl │ │ │ ├── SampleLevelTextureFloat4.sdsl.cs │ │ │ ├── SampleTextureFloat.sdsl │ │ │ ├── SampleTextureFloat.sdsl.cs │ │ │ ├── SampleTextureFloat2.sdsl │ │ │ ├── SampleTextureFloat2.sdsl.cs │ │ │ ├── SampleTextureFloat3.sdsl │ │ │ ├── SampleTextureFloat3.sdsl.cs │ │ │ ├── SampleTextureFloat4.sdsl │ │ │ └── SampleTextureFloat4.sdsl.cs │ │ ├── Utils │ │ │ ├── Convert_RGBAToVector4_ShaderFX.sdsl │ │ │ ├── Convert_RGBAToVector4_ShaderFX.sdsl.cs │ │ │ ├── Convert_Vector4ToRGBA_ShaderFX.sdsl │ │ │ ├── Convert_Vector4ToRGBA_ShaderFX.sdsl.cs │ │ │ ├── LinearToSRgb_Precise_ShaderFX.sdsl │ │ │ ├── LinearToSRgb_Precise_ShaderFX.sdsl.cs │ │ │ ├── LinearToSRgb_ShaderFX.sdsl │ │ │ ├── LinearToSRgb_ShaderFX.sdsl.cs │ │ │ ├── SRgbToLinear_Precise_ShaderFX.sdsl │ │ │ ├── SRgbToLinear_Precise_ShaderFX.sdsl.cs │ │ │ ├── SRgbToLinear_ShaderFX.sdsl │ │ │ └── SRgbToLinear_ShaderFX.sdsl.cs │ │ └── Variable │ │ │ ├── AssignSemanticFloat.sdsl │ │ │ ├── AssignSemanticFloat.sdsl.cs │ │ │ ├── AssignSemanticFloat2.sdsl │ │ │ ├── AssignSemanticFloat2.sdsl.cs │ │ │ ├── AssignSemanticFloat3.sdsl │ │ │ ├── AssignSemanticFloat3.sdsl.cs │ │ │ ├── AssignSemanticFloat4.sdsl │ │ │ ├── AssignSemanticFloat4.sdsl.cs │ │ │ ├── AssignVarBool.sdsl │ │ │ ├── AssignVarBool.sdsl.cs │ │ │ ├── AssignVarFloat.sdsl │ │ │ ├── AssignVarFloat.sdsl.cs │ │ │ ├── AssignVarFloat2.sdsl │ │ │ ├── AssignVarFloat2.sdsl.cs │ │ │ ├── AssignVarFloat3.sdsl │ │ │ ├── AssignVarFloat3.sdsl.cs │ │ │ ├── AssignVarFloat4.sdsl │ │ │ ├── AssignVarFloat4.sdsl.cs │ │ │ ├── AssignVarInt2.sdsl │ │ │ ├── AssignVarInt2.sdsl.cs │ │ │ ├── AssignVarMatrix.sdsl │ │ │ ├── AssignVarMatrix.sdsl.cs │ │ │ ├── AssignVarUInt.sdsl │ │ │ ├── AssignVarUInt.sdsl.cs │ │ │ ├── GetSemanticFloat2.sdsl │ │ │ ├── GetSemanticFloat2.sdsl.cs │ │ │ ├── GetSemanticFloat3.sdsl │ │ │ ├── GetSemanticFloat3.sdsl.cs │ │ │ ├── GetSemanticFloat4.sdsl │ │ │ ├── GetSemanticFloat4.sdsl.cs │ │ │ ├── GetSemanticMatrix.sdsl │ │ │ ├── GetSemanticMatrix.sdsl.cs │ │ │ ├── GetSemanticUInt.sdsl │ │ │ ├── GetSemanticUInt.sdsl.cs │ │ │ ├── GetVarBool.sdsl │ │ │ ├── GetVarBool.sdsl.cs │ │ │ ├── GetVarFloat.sdsl │ │ │ ├── GetVarFloat.sdsl.cs │ │ │ ├── GetVarFloat2.sdsl │ │ │ ├── GetVarFloat2.sdsl.cs │ │ │ ├── GetVarFloat3.sdsl │ │ │ ├── GetVarFloat3.sdsl.cs │ │ │ ├── GetVarFloat4.sdsl │ │ │ ├── GetVarFloat4.sdsl.cs │ │ │ ├── GetVarInt2.sdsl │ │ │ ├── GetVarInt2.sdsl.cs │ │ │ ├── GetVarMatrix.sdsl │ │ │ ├── GetVarMatrix.sdsl.cs │ │ │ ├── GetVarUInt.sdsl │ │ │ ├── GetVarUInt.sdsl.cs │ │ │ ├── GetVarUInt3.sdsl │ │ │ ├── GetVarUInt3.sdsl.cs │ │ │ ├── SemanticFloat.sdsl │ │ │ ├── SemanticFloat.sdsl.cs │ │ │ ├── SemanticFloat2.sdsl │ │ │ ├── SemanticFloat2.sdsl.cs │ │ │ ├── SemanticFloat3.sdsl │ │ │ ├── SemanticFloat3.sdsl.cs │ │ │ ├── SemanticFloat4.sdsl │ │ │ ├── SemanticFloat4.sdsl.cs │ │ │ ├── SemanticMatrix.sdsl │ │ │ ├── SemanticMatrix.sdsl.cs │ │ │ ├── SemanticUInt.sdsl │ │ │ ├── SemanticUInt.sdsl.cs │ │ │ ├── SemanticUInt3.sdsl │ │ │ ├── SemanticUInt3.sdsl.cs │ │ │ ├── StreamVariableBool.sdsl │ │ │ ├── StreamVariableBool.sdsl.cs │ │ │ ├── StreamVariableFloat.sdsl │ │ │ ├── StreamVariableFloat.sdsl.cs │ │ │ ├── StreamVariableFloat2.sdsl │ │ │ ├── StreamVariableFloat2.sdsl.cs │ │ │ ├── StreamVariableFloat3.sdsl │ │ │ ├── StreamVariableFloat3.sdsl.cs │ │ │ ├── StreamVariableFloat4.sdsl │ │ │ ├── StreamVariableFloat4.sdsl.cs │ │ │ ├── StreamVariableInt2.sdsl │ │ │ ├── StreamVariableInt2.sdsl.cs │ │ │ ├── StreamVariableMatrix.sdsl │ │ │ ├── StreamVariableMatrix.sdsl.cs │ │ │ ├── StreamVariableUInt.sdsl │ │ │ └── StreamVariableUInt.sdsl.cs │ ├── TextureFX │ │ ├── .gitignore │ │ ├── AlphaChannel.cs │ │ ├── Filters │ │ │ └── FilterBase.sdsl │ │ ├── Mixers │ │ │ └── MixerBase.sdsl │ │ ├── ResizeInterpolationType.cs │ │ ├── TextureChannel.cs │ │ ├── TextureFX.sdsl │ │ ├── TextureFXEffect.sdfx │ │ ├── TextureFXEffect.sdfx.cs │ │ ├── TextureFXGraph.sdsl │ │ ├── TextureFXGraphEffect.sdfx │ │ ├── TextureFXGraphEffect.sdfx.cs │ │ └── Utils │ │ │ ├── Clamp_TextureFX.sdsl │ │ │ ├── Crop_Internal_TextureFX.sdsl │ │ │ ├── GammaToLinear_TextureFX.sdsl │ │ │ ├── GetChannel_TextureFX.sdsl │ │ │ ├── JoinChannels_TextureFX.sdsl │ │ │ ├── LinearToGamma_TextureFX.sdsl │ │ │ ├── LinearToSRgb_Precise_TextureFX.sdsl │ │ │ ├── LinearToSRgb_TextureFX.sdsl │ │ │ ├── PassThrough_TextureFX.sdsl │ │ │ ├── Resize_TextureFX.sdsl │ │ │ ├── SRgbToLinear_Precise_TextureFX.sdsl │ │ │ ├── SRgbToLinear_TextureFX.sdsl │ │ │ ├── SetAlpha_TextureFX.sdsl │ │ │ ├── SetChannel_TextureFX.sdsl │ │ │ ├── SplitChannels_Internal_ComputeFX.sdsl │ │ │ └── Swizzle_TextureFX.sdsl │ ├── Utils │ │ ├── CalcDispatchArgs_ComputeFX.sdsl │ │ ├── CalcDispatchArgs_ComputeFX.sdsl.cs │ │ ├── ConstantColorTextured_DrawFX.sdsl │ │ ├── ConstantColorTextured_DrawFX.sdsl.cs │ │ ├── ConstantColor_DrawFX.sdsl │ │ ├── ConstantColor_DrawFX.sdsl.cs │ │ ├── MaterialCompiling.sdsl │ │ ├── MaterialCompiling.sdsl.cs │ │ ├── MaterialError.sdsl │ │ ├── MaterialError.sdsl.cs │ │ ├── ProjectedTexture_DrawFX.sdsl │ │ ├── ProjectedTexture_DrawFX.sdsl.cs │ │ ├── SuppressDiagonals_DrawFX.sdsl │ │ ├── SuppressDiagonals_DrawFX.sdsl.cs │ │ ├── TransformLib.sdsl │ │ ├── TransformLib.sdsl.cs │ │ ├── WColor_DrawFX.sdsl │ │ └── WColor_DrawFX.sdsl.cs │ ├── VLEffectMain.sdfx │ └── VLEffectMain.sdfx.cs │ ├── Engine │ ├── AudioNodes.cs │ ├── ColliderShapeDescSpread.cs │ ├── ComponentUtils.cs │ ├── EngineNodes.cs │ ├── EntityUtils.cs │ ├── Links.cs │ ├── OrbitCameraController.cs │ ├── PhysicsNodes.cs │ ├── SceneInstanceRenderer.cs │ ├── SceneInstanceSystem.cs │ ├── SceneUtils.cs │ ├── SchedulerSystem.cs │ ├── ScreenShotGenerator.cs │ └── VRNodes.cs │ ├── Games │ ├── GameWindowRenderer.cs │ ├── GameWindowRendererManager.cs │ ├── IHasCustomTitleBar.cs │ ├── VLGame.cs │ └── WindowExtensions.cs │ ├── Graphics │ ├── BlendStateDescriptions.cs │ ├── BufferExtensions.cs │ ├── BufferViewDescription.cs │ ├── DepthStencilStateDescriptions.cs │ ├── GraphicsNodes.BufferBuilder.cs │ ├── GraphicsNodes.TextureBuilder.cs │ ├── GraphicsNodes.cs │ ├── GraphicsResourceUtils.cs │ ├── RasterizerStateDescriptions.cs │ ├── ResourceDataHelpers.cs │ └── TextureExtensions.cs │ ├── Initialization.cs │ ├── Input │ ├── CameraInputSourceComponent.cs │ ├── EmptyInputSource.cs │ ├── InputExtensions.cs │ ├── InputNodes.cs │ └── InputSourceComponent.cs │ ├── InputTranslation.cs │ ├── Interop.cs │ ├── PixelFormatHelper.cs │ ├── Properties │ └── AssemblyInfo.cs │ ├── Rendering │ ├── CommandListExt.cs │ ├── Compositing │ │ ├── CameraRenderer.cs │ │ ├── CompositingEnums.cs │ │ ├── CompositingNodes.cs │ │ ├── CustomRenderStageFilter.cs │ │ ├── FarToNearSortMode.cs │ │ └── RenderTextureSceneRenderer.cs │ ├── EffectSystemExtensions.cs │ ├── Effects │ │ ├── ComputeEffect │ │ │ ├── CustomComputeEffectDispatcher.cs │ │ │ ├── DirectComputeEffectDispatcher.cs │ │ │ ├── IComputeEffectDispatcher.cs │ │ │ ├── IndirectComputeEffectDispatcher.cs │ │ │ └── VLComputeEffectShader.cs │ │ ├── CustomDrawEffect.cs │ │ ├── EffectPins.cs │ │ ├── EffectShaderNodes.ComputeFX.cs │ │ ├── EffectShaderNodes.DrawFX.cs │ │ ├── EffectShaderNodes.ShaderFX.cs │ │ ├── EffectShaderNodes.TextureFX.cs │ │ ├── EffectShaderNodes.Utils.cs │ │ ├── EffectShaderNodes.cs │ │ ├── EffectUtils.cs │ │ ├── IEffect.cs │ │ ├── NameAndVersion.cs │ │ ├── ParsedShader.cs │ │ ├── ParserExtensions.cs │ │ ├── ShaderMetadata.cs │ │ ├── TextureFXEffect.cs │ │ └── TextureInputPinsManager.cs │ ├── EntityRendererComponent.cs │ ├── EntityRendererProcessor.cs │ ├── GraphicsCompositorExtensions.cs │ ├── GraphicsRendererGroup.cs │ ├── Lights │ │ ├── LightEnums.cs │ │ ├── LightNodes.Skybox.cs │ │ └── LightNodes.cs │ ├── Materials │ │ ├── FallbackMaterial.cs │ │ ├── MaterialCustomTessellationFeature.cs │ │ ├── MaterialEnums.cs │ │ ├── MaterialExtensions.cs │ │ ├── MaterialNodes.cs │ │ ├── VLMaterialEmissiveFeature.cs │ │ └── VLMaterialTesselationFeature.cs │ ├── MeshDrawIndirect.cs │ ├── MipMapGenerator.cs │ ├── Models │ │ ├── Enums.cs │ │ ├── MeshExtensions.cs │ │ ├── ModelHelpers.cs │ │ ├── ModelReader.cs │ │ └── g3 │ │ │ ├── AnchorMode.cs │ │ │ ├── ArrowMesh.cs │ │ │ ├── BoxMesh.cs │ │ │ ├── BoxSphereMesh.cs │ │ │ ├── ConeMesh.cs │ │ │ ├── CylinderMesh.cs │ │ │ ├── DiscMesh.cs │ │ │ ├── RoundRectangleMesh.cs │ │ │ ├── TubeMesh.cs │ │ │ ├── Utils.cs │ │ │ └── VerticalGeneralizedCylinderMesh.cs │ ├── PostFX │ │ ├── Advanced │ │ │ └── PostFXDrawContext.cs │ │ ├── ApplyImageEffect.cs │ │ ├── ColorTransformGroupNode.cs │ │ ├── CustomColorTransform.cs │ │ ├── CustomColorTransform.sdfx │ │ ├── CustomColorTransform.sdfx.cs │ │ ├── CustomColorTransformShader.sdsl │ │ ├── CustomColorTransformShader.sdsl.cs │ │ ├── CustomPostFX.cs │ │ └── Internal │ │ │ └── Delegates.cs │ ├── RenderFeatures │ │ ├── Components │ │ │ ├── MeshOutlineComponent.cs │ │ │ └── WireframeComponent.cs │ │ ├── EntityRendererRenderFeature.cs │ │ ├── EntityRendererStageSelector.cs │ │ ├── MeshOutlineRenderFeature.cs │ │ ├── MeshRenderFeature.cs │ │ ├── VLEffectRenderFeature.cs │ │ ├── VLProfilerKeys.cs │ │ └── WireframeRenderFeature.cs │ ├── RenderRenderer.cs │ ├── Renderers │ │ ├── BufferReadback.cs │ │ ├── CustomRenderer.cs │ │ ├── GetWindowInputSource.cs │ │ ├── RendererBase.cs │ │ ├── ScreenSpaces.cs │ │ ├── WithRenderTargetAndViewPort.cs │ │ ├── WithRenderView.cs │ │ └── WithWindowInputSource.cs │ ├── RenderingNodes.cs │ ├── VLForwardRenderer.LightProbes.cs │ ├── VLForwardRenderer.VRUtils.cs │ └── VLForwardRenderer.cs │ ├── Resources.cs │ ├── Resources │ ├── Models │ │ ├── Table_Small_Rectangular_01.mtl │ │ └── Table_Small_Rectangular_01.obj │ ├── Sounds │ │ └── vvvv.wav │ └── Textures │ │ ├── BlueMarble │ │ ├── Credits.txt │ │ ├── earth.jpg │ │ ├── earth_elev.png │ │ └── earth_lights.jpg │ │ ├── Credits.txt │ │ ├── Matcaps │ │ ├── BlackPearl.png │ │ ├── BlueGlint.png │ │ ├── BluePearl.png │ │ ├── BluePearl2.png │ │ ├── BluePearl3.png │ │ ├── BluePearl4.png │ │ ├── Bubblegum.png │ │ ├── Bubblegum2.png │ │ ├── ColdSteel2.png │ │ ├── FillLight.png │ │ ├── Lime.png │ │ ├── LimePearl.png │ │ ├── Normal.png │ │ ├── NormalInvert.png │ │ ├── Pmetal_001.png │ │ ├── Pmetal_002.png │ │ ├── Pmetal_003.png │ │ ├── Pmetal_004.png │ │ ├── Pmetal_005.png │ │ ├── Pmetal_006.png │ │ ├── Sunset.png │ │ ├── ToonBlue_Edged.png │ │ ├── Warmsteel.png │ │ ├── Warmth.png │ │ ├── Warmth2.png │ │ ├── Warmth3.png │ │ ├── Warmth4.png │ │ ├── Warmth5.png │ │ ├── coldsteel.png │ │ └── hotspot.png │ │ ├── bicubic_filterkernel.dds │ │ ├── cartesian.png │ │ ├── color_cubemap.dds │ │ ├── dot.bmp │ │ ├── earth_512x512.jpg │ │ ├── flower four.jpg │ │ ├── halo dot.bmp │ │ ├── jean-claude.jpg │ │ ├── line.bmp │ │ ├── meso_cubemap.dds │ │ ├── noise_volume_128.dds │ │ ├── ring thin.bmp │ │ ├── ring.bmp │ │ ├── skybox_texture_hdr.dds │ │ └── wimp.jpg │ ├── Scripts │ ├── ISyncScript.cs │ ├── InterfaceSyncScript.cs │ └── ProfilerInteraction.cs │ ├── ServiceRegistryExtensions.cs │ ├── Shaders │ ├── ComputeEffectDispatcher.cs │ ├── IndirectBufferStructs.cs │ ├── NativeDeviceUtils.cs │ ├── ParameterUpdater.cs │ ├── ProcessExtensions.cs │ ├── RuntimeShaderMixinBuilder.cs │ ├── ShaderFX │ │ ├── Buffer │ │ │ ├── DeclBuffer.cs │ │ │ ├── GetItemBuffer.cs │ │ │ └── SetItemBuffer.cs │ │ ├── ComputeNode.cs │ │ ├── ComputeOrder.cs │ │ ├── ComputeValue.cs │ │ ├── ComputeVoid.cs │ │ ├── Control │ │ │ ├── Do.cs │ │ │ ├── IfThen.cs │ │ │ └── IfThenRegion.cs │ │ ├── DeclResource.cs │ │ ├── FieldTrip │ │ │ ├── OpSDF.cs │ │ │ ├── OpSF2D.cs │ │ │ ├── SDF3D.cs │ │ │ ├── SF2D.cs │ │ │ └── VF3D.cs │ │ ├── Functions │ │ │ ├── Delegate1In1Out.cs │ │ │ ├── Funk1In1Out.cs │ │ │ ├── Funk2In1Out.cs │ │ │ ├── IFunk1In1OutDefinition.cs │ │ │ └── Invoke1In1Out.cs │ │ ├── GenericComputeNode.cs │ │ ├── GenericValueKeys.cs │ │ ├── GetMember.cs │ │ ├── Input │ │ │ └── InputValue.cs │ │ ├── Join.cs │ │ ├── Operations │ │ │ ├── BinaryOperation.cs │ │ │ ├── BinaryOperation2.cs │ │ │ ├── BlendOperation.cs │ │ │ ├── ComputeColorToFloat4.cs │ │ │ ├── Float4ToComputeColor.cs │ │ │ ├── FloatToComputeFloat.cs │ │ │ ├── MultiInputOperation.cs │ │ │ ├── Transform.cs │ │ │ ├── UnaryOperation.cs │ │ │ └── UnaryOperation2.cs │ │ ├── RaymarcherMatcap1.cs │ │ ├── ShaderFX.cd │ │ ├── ShaderFXUtils.cs │ │ ├── ShaderInput.cs │ │ ├── Texture │ │ │ ├── DeclSampler.cs │ │ │ ├── DeclTexture.cs │ │ │ ├── LoadTexture.cs │ │ │ └── SampleTexture.cs │ │ └── Variable │ │ │ ├── DeclConstant.cs │ │ │ ├── DeclSemantic.cs │ │ │ ├── DeclVar.cs │ │ │ ├── GetConstant.cs │ │ │ ├── GetSemantic.cs │ │ │ ├── GetVar.cs │ │ │ ├── SetVar.cs │ │ │ └── VarBase.cs │ └── ShaderGraph.cs │ ├── SkiaRenderer.InputHandling.cs │ ├── SkiaRenderer.cs │ ├── SkiaTexture.DedicatedRenderer.cs │ ├── SkiaTexture.DefaultRenderer.cs │ ├── SkiaTexture.cs │ ├── Textures │ └── TextureToSkImage.cs │ ├── Utils │ ├── CameraUtils.cs │ ├── CollectionUtils.cs │ ├── ImageUtils.cs │ ├── ModelUtils.cs │ └── UPathUtils.cs │ ├── VL.Stride.Runtime.csproj │ ├── VL.Stride.Runtime.sdpkg │ ├── Video │ ├── TexturePool.cs │ ├── TextureToVideoStream.cs │ ├── VideoSourceToTexture.cs │ ├── VideoStreamToTexture.cs │ └── VideoUtils.cs │ └── _NodeFactory_ │ ├── CustomNode.cs │ ├── Helper.cs │ ├── Pins.cs │ ├── StrideNode.cs │ └── StrideNodeDesc.cs ├── VL.Stride.TextureFX ├── VL.Stride.TextureFX.vl ├── help │ ├── Assets │ │ ├── Dummy1.jpg │ │ ├── PaintedMetal │ │ │ ├── Credits.txt │ │ │ └── PaintedMetal004_2K_Opacity.jpg │ │ ├── Scaffolding.jpg │ │ ├── cartesian.png │ │ ├── earth_512x512.jpg │ │ ├── heart.svg │ │ └── vvvv.png │ ├── Filter │ │ ├── Example Tilt Shift.vl │ │ ├── HowTo Adjust tonal range.vl │ │ ├── HowTo Apply Filters on Rendered Content.vl │ │ ├── HowTo Control the strength of a filter.vl │ │ ├── HowTo Extract hue, saturation and lightness from a texture.vl │ │ ├── HowTo Key a Texture.vl │ │ ├── Reference Anaglyph.vl │ │ ├── Reference BackgroundSubstraction.vl │ │ ├── Reference Blur.vl │ │ ├── Reference BlurGlow.vl │ │ ├── Reference BlurPerfector.vl │ │ ├── Reference Bump.vl │ │ ├── Reference CartesianToPolar.vl │ │ ├── Reference ChannelKeying.vl │ │ ├── Reference ConvertColor.vl │ │ ├── Reference Crop.vl │ │ ├── Reference CrossStitch.vl │ │ ├── Reference DeInterlace.vl │ │ ├── Reference Dilate (Color).vl │ │ ├── Reference DirectionalBlur.vl │ │ ├── Reference Displace.vl │ │ ├── Reference Dither.vl │ │ ├── Reference Dots.vl │ │ ├── Reference DropShadow.vl │ │ ├── Reference Edge.vl │ │ ├── Reference Erode (Color).vl │ │ ├── Reference Glow.vl │ │ ├── Reference Grayscale.vl │ │ ├── Reference Hatch Cross.vl │ │ ├── Reference Hatch Dot.vl │ │ ├── Reference Hatch Line.vl │ │ ├── Reference Hatch Texture.vl │ │ ├── Reference Kaleidoscope.vl │ │ ├── Reference Lomograph.vl │ │ ├── Reference Magnify.vl │ │ ├── Reference MapColor.vl │ │ ├── Reference Median.vl │ │ ├── Reference Metallica.vl │ │ ├── Reference Mosaic.vl │ │ ├── Reference Muffy.vl │ │ ├── Reference NormalGlow.vl │ │ ├── Reference Quantize.vl │ │ ├── Reference Scanline.vl │ │ ├── Reference Sharpen.vl │ │ ├── Reference ShiftRGB.vl │ │ ├── Reference Threshold.vl │ │ ├── Reference Transform.vl │ │ ├── Reference TriColor.vl │ │ ├── Reference Tunnels.vl │ │ └── Reference UVDilate.vl │ ├── Help.xml │ ├── Mixers │ │ ├── Example Blend with Itself.vl │ │ ├── HowTo Control the Fader of a Mixer.vl │ │ ├── Reference Blend.vl │ │ ├── Reference Blood.vl │ │ ├── Reference Dissolve.vl │ │ ├── Reference Overview of Mixers.vl │ │ ├── Reference Pixelate.vl │ │ └── Reference Ripple.vl │ └── Sources │ │ ├── Reference BubbleNoise.vl │ │ ├── Reference Checkerboard.vl │ │ ├── Reference Color.vl │ │ ├── Reference ColorPalette.vl │ │ ├── Reference Electricity.vl │ │ ├── Reference Gradient.vl │ │ ├── Reference Halo (Gradient).vl │ │ ├── Reference Halo.vl │ │ ├── Reference Liquish.vl │ │ ├── Reference Mandelbrot.vl │ │ ├── Reference Neurons.vl │ │ └── Reference Overview of Sources.vl ├── shaders │ ├── Filters │ │ ├── Blur │ │ │ ├── BlurPass1_Internal_TextureFX.sdsl │ │ │ ├── BlurPass2_Internal_TextureFX.sdsl │ │ │ ├── BlurPass3_Internal_TextureFX.sdsl │ │ │ ├── BlurPassBase.sdsl │ │ │ ├── BlurPerfector_TextureFX.sdsl │ │ │ ├── DirectionalBlurBase.sdsl │ │ │ ├── DirectionalBlur_Pass0_Internal_TextureFX.sdsl │ │ │ └── DirectionalBlur_Pass1_Internal_TextureFX.sdsl │ │ ├── ColorManipulation │ │ │ ├── Anaglyph_TextureFX.sdsl │ │ │ ├── BackgroundSubtraction_TextureFX.sdsl │ │ │ ├── ConvertColor_TextureFX.sdsl │ │ │ ├── DeInterlace_TextureFX.sdsl │ │ │ ├── Dither_TextureFX.sdsl │ │ │ ├── DropShadow_TextureFX.sdsl │ │ │ ├── Edge_TextureFX.sdsl │ │ │ ├── Grayscale_TextureFX.sdsl │ │ │ ├── HSCB_TextureFX.sdsl │ │ │ ├── Invert_TextureFX.sdsl │ │ │ ├── Keying │ │ │ │ ├── ChannelKeying_TextureFX.sdsl │ │ │ │ ├── ChromaKey_TextureFX.sdsl │ │ │ │ ├── KeyingBase.sdsl │ │ │ │ └── LumaKey_TextureFX.sdsl │ │ │ ├── Levels_TextureFX.sdsl │ │ │ ├── Lomograph_TextureFX.sdsl │ │ │ ├── MapColor_TextureFX.sdsl │ │ │ ├── Median_TextureFX.sdsl │ │ │ ├── Metallica_TextureFX.sdsl │ │ │ ├── NormalGlow_TextureFX.sdsl │ │ │ ├── Posterize │ │ │ │ ├── Posterize_HSL_TextureFX.sdsl │ │ │ │ ├── Posterize_HSV_TextureFX.sdsl │ │ │ │ └── Posterize_RGB_TextureFX.sdsl │ │ │ ├── Premultiply_TextureFX.sdsl │ │ │ ├── Quantize_TextureFX.sdsl │ │ │ ├── Sharpen_TextureFX.sdsl │ │ │ ├── ShiftRGB_TextureFX.sdsl │ │ │ ├── Threshold_TextureFX.sdsl │ │ │ └── TriColor_TextureFX.sdsl │ │ ├── Depth │ │ │ ├── FilterDepth_TextureFX.sdsl │ │ │ └── LinearDepth_TextureFX.sdsl │ │ ├── Distortion │ │ │ ├── Bump_TextureFX.sdsl │ │ │ ├── CartesianToPolar_TextureFX.sdsl │ │ │ ├── Displace_TextureFX.sdsl │ │ │ ├── Magnify_TextureFX.sdsl │ │ │ ├── Muffy_TextureFX.sdsl │ │ │ ├── PolarToCartesian_TextureFX.sdsl │ │ │ ├── Transform_TextureFX.sdsl │ │ │ ├── Tunnels_TextureFX.sdsl │ │ │ └── Undistort_TextureFX.sdsl │ │ ├── Glow │ │ │ ├── BlurGlow_TextureFX.sdsl │ │ │ ├── GlowBase.sdsl │ │ │ ├── GlowMain_Internal_TextureFX.sdsl │ │ │ ├── GlowMix_Internal_TextureFX.sdsl │ │ │ └── GlowPre_Internal_TextureFX.sdsl │ │ ├── Morphology │ │ │ ├── Dilate_Color_TextureFX.sdsl │ │ │ ├── Erode_Color_TextureFX.sdsl │ │ │ └── UVDilate_TextureFX.sdsl │ │ └── Patterns │ │ │ ├── CrossStitch_TextureFX.sdsl │ │ │ ├── Dots_TextureFX.sdsl │ │ │ ├── Hatch_Cross_TextureFX.sdsl │ │ │ ├── Hatch_Dot_TextureFX.sdsl │ │ │ ├── Hatch_FromTexture_TextureFX.sdsl │ │ │ ├── Hatch_Line_TextureFX.sdsl │ │ │ ├── Kaleidoscope_TextureFX.sdsl │ │ │ ├── Mosaic_TextureFX.sdsl │ │ │ └── Scanline_TextureFX.sdsl │ ├── Mixers │ │ ├── Blend │ │ │ ├── BlendMixer_TextureFX.sdsl │ │ │ └── ComputeColorInverse.sdsl │ │ ├── Blood_TextureFX.sdsl │ │ ├── Dissolve_TextureFX.sdsl │ │ ├── Pixelate_TextureFX.sdsl │ │ └── Ripple_TextureFX.sdsl │ └── Sources │ │ ├── BubbleNoise_TextureFX.sdsl │ │ ├── Checkerboard_TextureFX.sdsl │ │ ├── ColorPalette_TextureFX.sdsl │ │ ├── Color_TextureFX.sdsl │ │ ├── Electricity_Internal_TextureFX.sdsl │ │ ├── Gradient_TextureFX.sdsl │ │ ├── Halo_Gradient_TextureFX.sdsl │ │ ├── Halo_TextureFX.sdsl │ │ ├── Liquish_TextureFX.sdsl │ │ ├── Mandelbrot_TextureFX.sdsl │ │ ├── Neurons_TextureFX.sdsl │ │ └── Noise_TextureFX.sdsl └── src │ ├── TextureFXTechniqueEnums.cs │ └── VL.Stride.TextureFX.csproj ├── VL.Stride.Windows ├── README.md ├── VL.Stride.Assets.Windows.vl ├── VL.Stride.Graphics.Windows.vl ├── VL.Stride.Windows.vl ├── help │ ├── Assets │ │ ├── ExampleTexture_Basecolor.jpg │ │ ├── Scaffolding.jpg │ │ └── astroBoy_walk.dae │ ├── Content │ │ ├── HowTo Load Assets from File.vl │ │ ├── HowTo Load Stride Project.vl │ │ ├── HowTo Modify Entities from a Stride Project.vl │ │ └── MyGame │ │ │ ├── .gitignore │ │ │ ├── MyGame.Windows │ │ │ ├── MyGame.Windows.csproj │ │ │ ├── MyGame.Windows.sdpkg │ │ │ ├── MyGameApp.cs │ │ │ └── Resources │ │ │ │ └── Icon.ico │ │ │ ├── MyGame.sln │ │ │ └── MyGame │ │ │ ├── Assets │ │ │ ├── AstroBoy │ │ │ │ ├── AstroBoy Model.sdm3d │ │ │ │ ├── AstroBoy Skeleton.sdskel │ │ │ │ ├── AstroBoy Walk Animation.sdanim │ │ │ │ ├── boy_10.sdtex │ │ │ │ ├── face.sdmat │ │ │ │ ├── glass.sdmat │ │ │ │ ├── matte.sdmat │ │ │ │ └── shiny.sdmat │ │ │ ├── GameSettings.sdgamesettings │ │ │ ├── GraphicsCompositor.sdgfxcomp │ │ │ ├── Ground Material.sdmat │ │ │ ├── Ground.sdpromodel │ │ │ ├── MainScene.sdscene │ │ │ ├── Moving Sphere Scene.sdscene │ │ │ ├── Skybox texture.sdtex │ │ │ ├── Skybox.sdsky │ │ │ ├── Sphere Material.sdmat │ │ │ ├── Sphere.sdpromodel │ │ │ └── Walking AstroBoy.sdprefab │ │ │ ├── AstroBoyStartWalk.cs │ │ │ ├── BasicCameraController.cs │ │ │ ├── MyGame.csproj │ │ │ ├── MyGame.sdpkg │ │ │ ├── Resources │ │ │ ├── astroBoy_walk.dae │ │ │ ├── boy_10.tga │ │ │ └── skybox_texture_hdr.dds │ │ │ ├── SphereController.cs │ │ │ └── bin │ │ │ └── Debug │ │ │ └── net6.0 │ │ │ └── MyGame.dll │ ├── Directory.Build.props │ ├── Directory.Build.targets │ ├── Help.xml │ ├── Materials │ │ └── HowTo Load a Texture.vl │ └── Textures │ │ ├── HowTo Create a Texture in Skia.vl │ │ └── HowTo Send or Receive a Spout Texture.vl └── src │ ├── Assets │ ├── AssetBuildUnit.cs │ ├── AssetBuilderService.cs │ ├── AssetBuilderServiceScript.cs │ ├── AssetBuiltEventArgs.cs │ ├── AssetUtils.cs │ ├── DispatcherService.cs │ ├── GuidUtility.cs │ ├── IAssetBuilderService.cs │ ├── IBuildService.cs │ ├── IDispatcherService.cs │ ├── IRuntimeDatabase.cs │ ├── RuntimeBuildUnit.cs │ ├── RuntimeContentLoader.cs │ └── RuntimeDatabase.cs │ ├── Resources │ └── Birds_H264.mp4 │ ├── SpoutCSharp │ ├── README.md │ ├── SpoutReciever.cs │ ├── SpoutSender.cs │ ├── SpoutThing.cs │ └── TextureDesc.cs │ ├── VL.Stride.Windows.csproj │ └── VL.Stride.Windows.sdpkg ├── VL.Stride ├── README.md ├── VL.Stride.vl ├── help │ ├── Assets │ │ ├── Credits.txt │ │ ├── Dummy1.jpg │ │ ├── ExampleTexture_Basecolor.jpg │ │ ├── ExampleTexture_normal.jpg │ │ ├── NoiseVolume.dds │ │ ├── PaintedMetal │ │ │ ├── Credits.txt │ │ │ ├── PaintedMetal004_2K_Color.jpg │ │ │ ├── PaintedMetal004_2K_Displacement.jpg │ │ │ ├── PaintedMetal004_2K_Metalness.jpg │ │ │ ├── PaintedMetal004_2K_Normal.jpg │ │ │ ├── PaintedMetal004_2K_Opacity.jpg │ │ │ └── PaintedMetal004_2K_Roughness.jpg │ │ ├── Scaffolding.jpg │ │ ├── UVChecker.png │ │ ├── Worldcities.csv │ │ ├── astroBoy_walk.dae │ │ ├── cartesian.png │ │ ├── earth_512x512.jpg │ │ ├── halo dot.bmp │ │ ├── heart.svg │ │ ├── pumping_quad │ │ │ ├── Rotating_Quad_00000.png │ │ │ ├── Rotating_Quad_00001.png │ │ │ ├── Rotating_Quad_00002.png │ │ │ ├── Rotating_Quad_00003.png │ │ │ ├── Rotating_Quad_00004.png │ │ │ ├── Rotating_Quad_00005.png │ │ │ ├── Rotating_Quad_00006.png │ │ │ ├── Rotating_Quad_00007.png │ │ │ ├── Rotating_Quad_00008.png │ │ │ ├── Rotating_Quad_00009.png │ │ │ ├── Rotating_Quad_00010.png │ │ │ ├── Rotating_Quad_00011.png │ │ │ ├── Rotating_Quad_00012.png │ │ │ ├── Rotating_Quad_00013.png │ │ │ ├── Rotating_Quad_00014.png │ │ │ ├── Rotating_Quad_00015.png │ │ │ ├── Rotating_Quad_00016.png │ │ │ ├── Rotating_Quad_00017.png │ │ │ ├── Rotating_Quad_00018.png │ │ │ ├── Rotating_Quad_00019.png │ │ │ ├── Rotating_Quad_00020.png │ │ │ ├── Rotating_Quad_00021.png │ │ │ ├── Rotating_Quad_00022.png │ │ │ ├── Rotating_Quad_00023.png │ │ │ ├── Rotating_Quad_00024.png │ │ │ ├── Rotating_Quad_00025.png │ │ │ ├── Rotating_Quad_00026.png │ │ │ ├── Rotating_Quad_00027.png │ │ │ ├── Rotating_Quad_00028.png │ │ │ └── Rotating_Quad_00029.png │ │ ├── replace textures readme.md │ │ ├── ring thin.bmp │ │ ├── studio_small_02_2k.dds │ │ └── vvvv.png │ ├── Cameras │ │ ├── Explanation Camera Aspect Ratio and Frustum.vl │ │ ├── Explanation Flat 2D Camera.vl │ │ ├── Explanation Overview Camera Handling.vl │ │ ├── Explanation WASD Camera.vl │ │ ├── HowTo Look from Point A to Pont B.vl │ │ └── HowTo Look from a Position at a Rectangle.vl │ ├── Help.xml │ ├── Input │ │ ├── HowTo Get Mouse Keyboard Touch of Window.vl │ │ ├── HowTo Intersect Mouse with a Primitive.vl │ │ └── HowTo Reflect a Ray on nearest Sphere.vl │ ├── Lights │ │ ├── Explanation Overview Lights.vl │ │ ├── HowTo Project a texture.vl │ │ ├── HowTo Volumetric Light Shafts Multiple.vl │ │ └── HowTo Volumetric Light Shafts.vl │ ├── Materials │ │ ├── Example Layers - Day and Night Earth.vl │ │ ├── Explanation Overview Material-Nodes.vl │ │ ├── Explanation Overview Materials.vl │ │ ├── HowTo Add a Material Control Script to an Entity.vl │ │ ├── HowTo Adjust Textures.vl │ │ ├── HowTo Material Layers.vl │ │ ├── Reference What is Diffuse Color.vl │ │ ├── Reference What is Displacement.vl │ │ ├── Reference What is Emission.vl │ │ ├── Reference What is Metalness.vl │ │ ├── Reference What is Normal Map.vl │ │ └── Reference What is Roughness.vl │ ├── Misc │ │ ├── Example Growing Structure.vl │ │ ├── Example Instanced Spheres.vl │ │ ├── Example Locations in Public Channel Setup.pc │ │ ├── Example Locations in Public Channel Setup.pcb │ │ ├── Example Locations in Public Channel Setup.vl │ │ ├── Example Locations.vl │ │ ├── Example World Cities.vl │ │ └── presets_ │ │ │ ├── Default.xml │ │ │ ├── Dramatic.xml │ │ │ └── Untitled1.xml │ ├── Models │ │ ├── Example Compute Shader Instancing with Oversampling.vl │ │ ├── Example Dynamic Model from Noise.vl │ │ ├── Example Poles in the Wind.vl │ │ ├── Example Spheres with Tails.vl │ │ ├── Example Texture Readback - Rutt-Etra Lines.vl │ │ ├── Example Texture Readback - Spheres.vl │ │ ├── Explanation Overview 2d Mesh Primitives.vl │ │ ├── Explanation Overview 2d Primitives.vl │ │ ├── Explanation Overview 3d Mesh Primitives.vl │ │ ├── Explanation Overview 3d Primitives.vl │ │ ├── Explanation Overview Instancing.vl │ │ ├── HowTo Different Color or Material Properties per Instance.vl │ │ ├── HowTo Instancing Spread.vl │ │ ├── HowTo Split a mesh into its components.vl │ │ ├── Reference Text.vl │ │ └── shaders │ │ │ ├── ColorFromTrailHead_ShaderFX.sdsl │ │ │ ├── HeadSimulation_ComputeFX.sdsl │ │ │ ├── TrailHeadStruct.sdsl │ │ │ └── TrailTransformations_ComputeFX.sdsl │ ├── Overview │ │ ├── EditShaders │ │ │ ├── EditShaders.csproj │ │ │ ├── EditShaders.sdpkg │ │ │ ├── EditShaders.sln │ │ │ └── NuGet.config │ │ ├── Example 2021.3 Release Image.vl │ │ ├── Example Rings.vl │ │ ├── Explanation Credits.vl │ │ ├── Explanation GPU input nodes for shaders.vl │ │ ├── Explanation Overview Scene Graph Advanced.vl │ │ ├── Explanation Overview Scene Graph Basics.vl │ │ ├── HowTo Patch a Script Component.vl │ │ ├── HowTo Work with Transformations and Child Entities.vl │ │ ├── HowTo Write a Shader.vl │ │ └── shaders │ │ │ ├── MyColor_DrawFX.sdsl │ │ │ ├── MyCompute_ComputeFX.sdsl │ │ │ ├── MyNoise_TextureFX.sdsl │ │ │ └── MyShaderPart_ShaderFX.sdsl │ ├── Physics │ │ ├── Example Random Spheres.vl │ │ ├── HowTo Instanced Drawing.vl │ │ └── Reference Overview of ColliderShapes.vl │ ├── PostFX │ │ ├── HowTo Add Film Grain.vl │ │ ├── HowTo Add Lens Flare.vl │ │ ├── HowTo Add Light Streaks.vl │ │ ├── HowTo Add Vignette.vl │ │ ├── HowTo Create Custom ColorTransform.vl │ │ ├── HowTo Create Custom PostFX.vl │ │ ├── HowTo Debug PostFX.vl │ │ ├── HowTo Use pre-defined effect in Custom PostFX.vl │ │ ├── Reference Overview PostFX.vl │ │ └── shaders │ │ │ └── MyColorTransformation_ShaderFX.sdsl │ ├── Rendering │ │ ├── Example GPU Particle System with Mesh.vl │ │ ├── Example GPU Particle System with PBR.vl │ │ ├── Example GPU Particle System.vl │ │ ├── Example Geometry Shader with PBR.vl │ │ ├── Explanation Overview Buffers and Textures.vl │ │ ├── HowTo Add a Static Background.vl │ │ ├── HowTo Adjust the ScreenSpace.vl │ │ ├── HowTo Build your own SceneWindow.vl │ │ ├── HowTo Dynamic Buffer Mesh with Indirect Draw Option.vl │ │ ├── HowTo Dynamic Mesh.vl │ │ ├── HowTo Dynamic Model.vl │ │ ├── HowTo Enable Virtual Reality.vl │ │ ├── HowTo Overlay 3D Objects with 2D Skia.vl │ │ ├── HowTo Overlay a Transparent Texture.vl │ │ ├── HowTo Picture in Picture.vl │ │ ├── HowTo Quad with AspectRatio of a Texture.vl │ │ ├── HowTo Render a Entity with MeshOutline.vl │ │ ├── HowTo Render a Entity with Wireframe.vl │ │ ├── HowTo Render a Mesh in Wireframe.vl │ │ ├── HowTo Render a Scene multiple times.vl │ │ ├── HowTo Render into Multiple Viewports.vl │ │ ├── HowTo Render to HDR Displays.vl │ │ ├── HowTo Render to Texture.vl │ │ ├── HowTo Select What to Render Using Render Groups.vl │ │ ├── HowTo Use VR passthrough.vl │ │ ├── HowTo Write into a VertexBuffer in a Compute Shader.vl │ │ ├── Reference Blending And Color Spaces.vl │ │ ├── Reference ObjWriter.vl │ │ ├── Reference ProjectedTexture.vl │ │ └── shaders │ │ │ ├── ColorPerParticle_ShaderFX.sdsl │ │ │ ├── DeJongAttractor3D_ComputeFX.sdsl │ │ │ ├── DrawParticles_DrawFX.sdsl │ │ │ ├── GenerateTransformations_ComputeFX.sdsl │ │ │ ├── MyParticleProvider_ShaderFX.sdsl │ │ │ ├── ParticleProvider.sdsl │ │ │ ├── ParticleStructPos4Vel4.sdsl │ │ │ ├── Simulation_ComputeFX.sdsl │ │ │ └── SphereImpostor_ShaderFX.sdsl │ ├── ShaderFX │ │ ├── HowTo Compose with Depth Buffer.vl │ │ ├── HowTo Create a Custom ShaderFX Node.vl │ │ ├── HowTo Custom Texture Sampling.vl │ │ ├── HowTo Extend a Material with Custom Tessellation.vl │ │ ├── HowTo Patch a Drawing Shader.vl │ │ ├── HowTo Procedural Material.vl │ │ └── shaders │ │ │ ├── MyShaderFXNode_ShaderFX.sdsl │ │ │ ├── TessSphereDomainStream.sdsl │ │ │ ├── TessSphereStream.sdsl │ │ │ └── TessSphere_ShaderFX.sdsl │ ├── Textures │ │ ├── Example Matrjoschka.vl │ │ ├── Example Treeback.vl │ │ ├── HowTo Convert a depth buffer into a linear format.vl │ │ ├── HowTo Convert sRGB color to linear space and vice versa.vl │ │ ├── HowTo Feedback a Texture with a FrameDelay.vl │ │ ├── HowTo Gamma correct.vl │ │ ├── HowTo Insert one Texture into another.vl │ │ ├── HowTo Make a feedback effect.vl │ │ ├── HowTo Manage loading and unloading of textures.vl │ │ ├── HowTo Patch a TextureFX.vl │ │ ├── HowTo Read Back Texture.vl │ │ ├── HowTo Read Pixels of a Texture.vl │ │ ├── HowTo Rearrange Channels of a Texture.vl │ │ ├── HowTo Save a Texture.vl │ │ ├── HowTo Store Textures in a Queue.vl │ │ ├── HowTo Use Text as a Mask.vl │ │ ├── HowTo Use an SVG as a Mask.vl │ │ ├── Reference Change Texture Format.vl │ │ └── Reference Resize.vl │ ├── Video │ │ ├── HowTo Play a stack of images by frame Id.vl │ │ └── HowTo Play a stack of images.vl │ └── Windowing │ │ └── Explanation Overview Window and Fullscreen.vl └── src │ ├── Initialization.cs │ ├── VL.Stride.csproj │ ├── VLGameContextFactory.cs │ └── VLGameForm.cs ├── VL.TPL.Dataflow ├── VL.TPL.Dataflow.vl ├── help │ ├── Explanation Overview.vl │ ├── HowTo Implement a producer-consumer dataflow pattern.vl │ └── HowTo Run rendering tasks in parallel.vl └── src │ ├── ActionBlockNode.Async.cs │ ├── ActionBlockNode.cs │ ├── AsObservable.cs │ ├── AsObserver.cs │ ├── BatchBlockNode.cs │ ├── BatchedJoinBlockNode{2}.cs │ ├── BatchedJoinBlockNode{3}.cs │ ├── BroadcastBlockNode.Cloning.cs │ ├── BroadcastBlockNode.cs │ ├── BufferBlockNode.cs │ ├── DataflowBlockOptionsNode.cs │ ├── ExecutionDataflowBlockOptionsNode.cs │ ├── GroupingDataflowBlockOptionsNode.cs │ ├── Internal │ ├── BlockNode.cs │ ├── Delegates.cs │ └── StateManager.cs │ ├── JoinBlockNode{2}.cs │ ├── JoinBlockNode{3}.cs │ ├── Properties │ └── AssemblyInfo.cs │ ├── TransformBlockNode.Async.cs │ ├── TransformBlockNode.cs │ ├── TransformManyBlockNode.Async.cs │ ├── TransformManyBlockNode.cs │ ├── VL.TPL.Dataflow.csproj │ ├── WriteOnceBlockNode.Cloning.cs │ └── WriteOnceBlockNode.cs ├── VL.TestNodes ├── Sandbox.vl └── src │ ├── ANodeWithAWindow.cs │ ├── IfElseRegion.cs │ ├── ProcessNodeFactoryExample.cs │ ├── Properties │ └── AssemblyInfo.cs │ └── VL.TestNodes.csproj ├── VL.Video ├── README.md ├── VL.Video.vl ├── help │ ├── Birds_H264.mp4 │ ├── HowTo Capture video input from a camera for Skia.vl │ ├── HowTo Capture video input from a camera for Stride.vl │ ├── HowTo Play a video file from a url with Skia.vl │ ├── HowTo Play a video file from a url with Stride.vl │ ├── HowTo Play a video file with Skia.vl │ ├── HowTo Play a video file with 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