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danil

@morimea

VFX-computer graphic and programming stuff. To share/find interesting stuff. https://www.shadertoy.com/user/morimea - Shadertoy https://github.com/danilw - blog posts there

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23.10.2024
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Latest posts by danil @morimea

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Got nerdsniped by someone on another site and decided to make a cool planet shader. Here's the result πŸ₯°

Just a bunch of noises + atmospheric scattering really.

#creativecoding

01.12.2025 19:13 πŸ‘ 71 πŸ” 3 πŸ’¬ 3 πŸ“Œ 0
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Speed of light in Ringβ€Šβ€”β€Šmove around with speed of light Ideaβ€Šβ€”β€Šmove around a large ring-like structure with the speed of light. Watchβ€Šβ€”β€ŠSpeed of light in the Ring Youtube 360 video.

new blog
arugl.medium.com/speed-of-lig...

29.11.2025 17:13 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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Speed of light in Ring (demo) by Danil Speed of light in Ring - visual distortion from relativistic speed.

reelase 200kb exe demo
Speed of light in Ring
danilw.itch.io/speed-of-lig...

28.11.2025 14:18 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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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);

23.11.2025 02:24 πŸ‘ 57 πŸ” 7 πŸ’¬ 0 πŸ“Œ 0
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Made ring sturucture demo www.shadertoy.com/view/wc3yz7 using your errosion shader.
Thanks for sharing original code!

17.11.2025 16:51 πŸ‘ 15 πŸ” 3 πŸ’¬ 0 πŸ“Œ 0
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speed of light in ring demos:
www.shadertoy.com/view/wc3yz7
www.shadertoy.com/view/w3SfWm

#shadertoy #ringworld #speedoflight

17.11.2025 16:38 πŸ‘ 2 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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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);

05.11.2025 14:03 πŸ‘ 154 πŸ” 25 πŸ’¬ 1 πŸ“Œ 0
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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

06.11.2025 13:35 πŸ‘ 3 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

I used dvd first time only around 2010 - so for me it not like that

02.11.2025 04:20 πŸ‘ 2 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

we back to the Starship Troopers timeline

29.10.2025 14:58 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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Halo co-creator says ICE’s Halo-themed recruitment ad β€œmakes me sick” Another Halo maker says ad "ought to offend every Halo fan, regardless of political orientation." ALSO: A developer whose game just launched on Xbox slams Microsoft’s silence

NEW: I spoke to original Halo devs about that ICE Halo post

One: "abhorrent”

Another: "Using Halo imagery in a call to β€˜destroy’ people because of their immigration status goes way too far, and ought to offend every Halo fan, regardless of political orientation”

www.gamefile.news/p/halo-ice-d...

28.10.2025 18:18 πŸ‘ 3276 πŸ” 1150 πŸ’¬ 56 πŸ“Œ 61
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Fundamental Vulkan Samples rework Fundamental Vulkan Samples rework (Sync, command buffers and more) Some history It’s been almost ten years since I started working on my open source C++ Vulkan samples. Never would I have imagined wha...

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...

15.08.2025 11:35 πŸ‘ 37 πŸ” 12 πŸ’¬ 2 πŸ“Œ 0
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Functions: Mix An overview of the mix function, how it works and some unusual uses

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

30.08.2025 02:23 πŸ‘ 25 πŸ” 3 πŸ’¬ 1 πŸ“Œ 0
computer rendered graphics - wireframe colored

computer rendered graphics - wireframe colored

pathtracing is very nice
www.shadertoy.com/view/3XV3Rt

16.07.2025 18:07 πŸ‘ 25 πŸ” 2 πŸ’¬ 1 πŸ“Œ 0
computer rendered graphics - curves colored

computer rendered graphics - curves colored

pathtracing is nice
www.shadertoy.com/view/tXy3zt

16.07.2025 17:16 πŸ‘ 3 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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New simple shader:
Rotation - just use lookAt

To point on how useful and simple is lookAt
www.shadertoy.com/view/tfVXzz

#shaders #shadertoy

21.06.2025 01:00 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
image of melted houses

image of melted houses

image of melted houses

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

31.05.2025 11:33 πŸ‘ 2 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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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);

30.05.2025 18:45 πŸ‘ 34 πŸ” 3 πŸ’¬ 2 πŸ“Œ 0
Painting with Math | Inigo Quilez
Painting with Math | Inigo Quilez YouTube video by Wookash Podcast

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...

04.05.2025 03:22 πŸ‘ 81 πŸ” 12 πŸ’¬ 3 πŸ“Œ 0
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My new Shadertoy Pathtracing scenes - all in playlist - www.shadertoy.com/playlist/cX3...

#shadertoy #shaders

17.04.2025 19:15 πŸ‘ 2 πŸ” 1 πŸ’¬ 0 πŸ“Œ 0
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Did some clean up this morning with a nice cup of coffee β˜•
#shader #glsl #voronoi #webgl #genart

www.shadertoy.com/view/t32GRd

12.04.2025 13:38 πŸ‘ 12 πŸ” 2 πŸ’¬ 1 πŸ“Œ 0
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Stop sharing the Ghibli AI slop, what is wrong with you:

aftermath.site/studio-ghibli-...

27.03.2025 23:22 πŸ‘ 6823 πŸ” 2034 πŸ’¬ 27 πŸ“Œ 98

ATTENTION INDIEDEVS
Show off your art style

26.03.2025 14:29 πŸ‘ 239 πŸ” 36 πŸ’¬ 5 πŸ“Œ 15

>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

27.03.2025 13:58 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

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.

27.03.2025 13:53 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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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

22.03.2025 16:09 πŸ‘ 275 πŸ” 21 πŸ’¬ 18 πŸ“Œ 2
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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));

21.03.2025 20:50 πŸ‘ 41 πŸ” 1 πŸ’¬ 1 πŸ“Œ 0
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NEW GM Shaders: Turbulence!
mini.gmshaders.com/p/turbulence
Creating turbulent, fluid motion for liquids, smoke, steam, and fire effects!

18.03.2025 14:32 πŸ‘ 18 πŸ” 3 πŸ’¬ 0 πŸ“Œ 0

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.

18.03.2025 00:19 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

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.

18.03.2025 00:16 πŸ‘ 0 πŸ” 0 πŸ’¬ 2 πŸ“Œ 0