{"width":"100%","html":"<iframe src=\"https://hatenablog-parts.com/embed?url=https%3A%2F%2Fmugichoko.hatenablog.com%2Fentry%2F2017%2F05%2F17%2F145815\" title=\"GLSL #8: Compute Shader\u3092\u4f7f\u3063\u305f\u753b\u50cf\u51e6\u7406 - Mugichoko\u2019s blog\" class=\"embed-card embed-blogcard\" scrolling=\"no\" frameborder=\"0\" style=\"display: block; width: 100%; height: 190px; max-width: 500px; margin: 10px 0px;\"></iframe>","image_url":"https://cdn-ak.f.st-hatena.com/images/fotolife/M/Mugichoko/20170517/20170517145258.jpg","height":"190","url":"https://mugichoko.hatenablog.com/entry/2017/05/17/145815","type":"rich","author_name":"Mugichoko","description":"\u76ee\u6a19 \u5b9f\u88c5\u74b0\u5883 \u30ec\u30f3\u30c0\u30ea\u30f3\u30b0\u306e\u6d41\u308c \u30b5\u30f3\u30d7\u30eb\u30d7\u30ed\u30b0\u30e9\u30e0 main.cpp sample.comp \u7d50\u679c \u76ee\u6a19 \u524d\u56de\uff08\u4e0b\u8a18\u53c2\u7167\uff09\u307e\u3067\u306e\u5b9f\u88c5\u3092\u7d44\u307f\u5408\u308f\u305b\u3066\u7528\u3044\u308b\u3053\u3068\u3067\uff0c3DCG\u3092\u63cf\u753b\u3057\u305f\u7d50\u679c\u306b\u5bfe\u3057\u3066Compute Shader\u3092\u4f7f\u3063\u3066\u753b\u50cf\u51e6\u7406\uff08Sobel\u30d5\u30a3\u30eb\u30bf\u306b\u3088\u308b\u30a8\u30c3\u30b8\u691c\u51fa\uff09\u3092\u884c\u3046\u30d7\u30ed\u30b0\u30e9\u30e0\u3092\u4f5c\u6210\u3059\u308b\uff0e","version":"1.0","title":"GLSL #8: Compute Shader\u3092\u4f7f\u3063\u305f\u753b\u50cf\u51e6\u7406","blog_url":"https://mugichoko.hatenablog.com/","blog_title":"Mugichoko\u2019s blog","provider_name":"Hatena Blog","published":"2017-05-17 14:58:15","author_url":"https://blog.hatena.ne.jp/Mugichoko/","categories":["GLEW","GLFW","GLM","GLSL","OpenGL","\u30d7\u30ed\u30b0\u30e9\u30df\u30f3\u30b0"],"provider_url":"https://hatena.blog"}