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  1. Let me explain. The iResolution variable is a uniform vec3 which contains the dimensions of the window and is sent to the shader with some OpenGL code. The fragCoord variable is a built-in variable that contains the coordinates of the pixel where the shader is being applied. More concretely:

  2. Resolution is a measurement of the number of pixels -- picture elements or individual points of color -- that can be contained on a display screen or in a camera sensor. In practical terms, resolution describes the sharpness, or clarity, of an image or picture.

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  3. Jan 11, 2015 · The description pretty much says it all. It's the size of the window/viewport in pixels. In the example, gl_FragCoord, which is the position in pixels of the fragment, is divided by this size to obtain the relative position of the fragment within the viewport.

  4. How to create shaders. This is a very brief introduction to how the shaders in Shadertoy interface with the rendering platform of your choice (WebGL in the case of the web client, Opengl 2, Opengl 3 or Opengl 4 in case of the native app, OpenGL ES in case of the iOS version).

  5. Jun 11, 2018 · Ever seen those “i-modes” on your LUMIX camera… i.Resolution. i.Dynamic and even i. ISO — and wondered what they were for and if you should use them? Let's find out!

  6. Apr 28, 2012 · The manual just says that I.Resolution utilises the Intelligent Resolution Technology, but what is it actually? It sounds like it tries to judge automatically how much sharpening to apply to jpegs. Is this correct? Do you find it works well or is it just a gimmick? Thanks.

  7. Mar 26, 2019 · It looks to me like i.Resolution does in fact use the sharpening setting. i.Resolution tailors how much sharpening to use in various parts of the image depending on content. And it uses even more sharpening for the parts that it sharpens if you select +5 for sharpening rather than 0 or -5.

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