Got nerdsniped by someone on another site and decided to make a cool planet shader. Here's the result π₯°
Just a bunch of noises + atmospheric scattering really.
#creativecoding
Got nerdsniped by someone on another site and decided to make a cool planet shader. Here's the result π₯°
Just a bunch of noises + atmospheric scattering really.
#creativecoding
reelase 200kb exe demo
Speed of light in Ring
danilw.itch.io/speed-of-lig...
Nether
for(float i,z,d;i++<6e1;o+=vec4(19,z,1,1)/d/d){vec3 p=z*normalize(FC.rgb*2.-r.xyy);p.z-=t;p=round(p/.1)*.1;
for(d=0.;d++<9.;p+=.2*cos(p*d+z).zzx);z+=d=abs(abs(p.y)-3.)/20.;}
o=tanh(o/7e5);
Made ring sturucture demo www.shadertoy.com/view/wc3yz7 using your errosion shader.
Thanks for sharing original code!
speed of light in ring demos:
www.shadertoy.com/view/wc3yz7
www.shadertoy.com/view/w3SfWm
#shadertoy #ringworld #speedoflight
Whirl
for(float i,z,d,h;i++<8e1;o+=vec4(9,5,h+t,1)/d)
{vec3 p=z*normalize(FC.rgb*2.-r.xyy),a;p.z+=9.;a=mix(dot(a+=.5,p)*a,p,sin(h=dot(p,p/p)-t))+cos(h)*cross(a,p);
for(d=0.;d++<9.;a+=.3*sin(a*d).zxy);z+=d=length(a.xz)/15.;}
o=tanh(o/1e4);
Hash Noise stability in GPU Shaders - arugl.medium.com/hash-noise-i...
iq new shader - www.shadertoy.com/view/3XlfWH
has exact behavior I describerd in my blog - broken fract hash
#shadertoy #shaders #hash
I used dvd first time only around 2010 - so for me it not like that
we back to the Starship Troopers timeline
NEW: I spoke to original Halo devs about that ICE Halo post
One: "abhorrentβ
Another: "Using Halo imagery in a call to βdestroyβ people because of their immigration status goes way too far, and ought to offend every Halo fan, regardless of political orientationβ
www.gamefile.news/p/halo-ice-d...
When I started work on my @vulkan.org #Vulkan C++ samples almost 10 years ago I made some non-optimal decisions esp. around sync and command buffer recording. Finally fixed those and did a write-up with a small retrospective at www.saschawillems.de/blog/2025/08...
NEW Functions: Mix
An overview of the mix function, how it works, and some unusual uses (contrast, radial blurs, UV coordinates, and more)
mini.gmshaders.com/p/func-mix
computer rendered graphics - wireframe colored
pathtracing is very nice
www.shadertoy.com/view/3XV3Rt
computer rendered graphics - curves colored
pathtracing is nice
www.shadertoy.com/view/tXy3zt
New simple shader:
Rotation - just use lookAt
To point on how useful and simple is lookAt
www.shadertoy.com/view/tfVXzz
#shaders #shadertoy
image of melted houses
image of melted houses
image of melted houses
New shader:
Street of houses in summer - www.shadertoy.com/view/4cVfWt
#shadertoy
Reminder to use gamma correction in your Gaussian blurs for that rich bokeh effect.
Inside the blur loop:
blur_sum += pow(tex_rgb, GAMMA);
And encode for the final color:
gl_FragColor.rgb = pow(blur_sum / blur_num, 1.0/GAMMA);
I recorded an interview at the Wookash Podcast. I talk about graphics programing, low level coding, math, product development, demoscene, SDFs, VR, Shadertoy, and other things.
www.youtube.com/watch?v=F1ax...
My new Shadertoy Pathtracing scenes - all in playlist - www.shadertoy.com/playlist/cX3...
#shadertoy #shaders
Did some clean up this morning with a nice cup of coffee β
#shader #glsl #voronoi #webgl #genart
www.shadertoy.com/view/t32GRd
Stop sharing the Ghibli AI slop, what is wrong with you:
aftermath.site/studio-ghibli-...
ATTENTION INDIEDEVS
Show off your art style
>Moore's law
in 2000 by its prediction - linear 2x:
- in 2025 we would have hardware that is just ~100x faster by performance than in 2000
- in 2025 modern hardware is million times faster than in 2000
Nvidia 1030 - is renamed 750 from ~2015 - and both support Vulkan 1.3 wit latest drivers - and can play many-online mutiplayer/f2p games (for modern AAA vram is obvious limitation)
After 2015 - every gpu already 32-bit floats with 32-bit framebuffers - that enough for most of 2015-level graphics.
The tech and graphical advancements in Assassin's Creed Shadows are mighty impressive: Micropolygon geometry, fluid wind simulations, ray traced global illumination and so much more. How do they all work and compare to AC games of the past? Find out in my video below!
youtu.be/nhFkw5CqMN0
Fire in 272 chars of #GLSL
vec2 p=(FC.xy*2.-r)/r.y,R;p*=1.-vec2(.5*p.y,.5/(1.+p*p));p.y-=t;float F=11.,N,d;for(R.x=F;F<50.;F*=1.2)p+=.4*sin(F*dot(p,sin(++R))+6.*t)*cos(R)/F;N=snoise2D(p*4.);d=length(p+vec2(0,t+.5))/.3-++N;N+=snoise2D(p*8.);o=tanh(++N/(.5-.1*N+max(d/.1,-d)*abs(d)/.3)/vec4(1,3,9,1));
NEW GM Shaders: Turbulence!
mini.gmshaders.com/p/turbulence
Creating turbulent, fluid motion for liquids, smoke, steam, and fire effects!
P.S. I just remembered - I saw(randomly) very weird Vulkan errors also from 1050-nvidia users - and there were "bad drivers" reason to it.
if it Windows - maybe drivers from Windows update center not from Nvidia website - those drivers do not support OpenGL/Vulkan - update drivers from Nvidia website is first.
Official Godot builds should work on "anything" - so I do not see other reason than hardware problem or drivers.