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Xor

@xordev.com

Building FragCoord.xyz xordev.com

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Latest posts by Xor @xordev.com

It's a decompression surgery for Chiari Malformation. His brain is too big for his skull and is compressing his spinal cord. He has an excellent doctor, and it's a relatively safe procedure, but there are always risks involved, and we're not sure how it will interfere with his vertigo issues

06.03.2026 18:31 πŸ‘ 9 πŸ” 0 πŸ’¬ 2 πŸ“Œ 0

My brother (who had vertigo issues last year) is having a minor brain surgery now. If you're the praying type, please pray

06.03.2026 18:30 πŸ‘ 24 πŸ” 0 πŸ’¬ 2 πŸ“Œ 0
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Hologlobe
fragcoord.xyz/s/g2jgpgou

05.03.2026 01:56 πŸ‘ 26 πŸ” 1 πŸ’¬ 2 πŸ“Œ 0
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Global Built from my Little Fibonacci Sphere https://www.shadertoy.com/view/7tVSDh by @Xor

fragcoord.xyz/s/g13zkk3x

05.03.2026 01:27 πŸ‘ 5 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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Global

05.03.2026 01:27 πŸ‘ 27 πŸ” 2 πŸ’¬ 1 πŸ“Œ 0
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It's beautiful underground!

04.03.2026 19:04 πŸ‘ 7 πŸ” 1 πŸ’¬ 0 πŸ“Œ 0
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Runner 3D Camera Credit: @Xor (https://fragcoord.xyz/u/Xor) Original shader: https://fragcoord.xyz/s/ry6pk91x From Xor's Shader Arsenal β€” https://x.com/XorDev/status/1933624066776445381 by @Xor

Demo: fragcoord.xyz/s/rxi2ukji

04.03.2026 18:51 πŸ‘ 2 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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3D Camera uniforms for easily setup in any raymarching/raytracing shader

04.03.2026 18:51 πŸ‘ 17 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

But it's awesome

03.03.2026 22:29 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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If you ever wonder why it takes me so long to finish the game, it's because I keep adding details like these.

#gamedev #pixelart

03.03.2026 22:21 πŸ‘ 45 πŸ” 8 πŸ’¬ 4 πŸ“Œ 0
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Diamonds Also see Cubism: https://fragcoord.xyz/s/cozqh7q8 by @Xor

Works automatically on FragCoord or Twigl
fragcoord.xyz/s/d3fzc6rt

03.03.2026 22:16 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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Diamonds
vec3 q,p,v=FC.rgb*2.-r.xyy;p.z+=2.;for(float d,i,l,z;l++<1e2;l>5e1?v/=v,z+=d+=.001,o*=exp(d/z*.4-.1):o+=.1*exp(-d*1e2),p+=v/length(v)*d)for(i=d=9.;i-->1.;)q=p,q.xz*=mat2(cos(t-.2*i+vec4(0,11,33,0))),d=min(d,.4*length(vec2((q=abs(q)).z,q+q.y-i*.2))-.01);

03.03.2026 18:31 πŸ‘ 36 πŸ” 2 πŸ’¬ 1 πŸ“Œ 0
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TatsuyaMβ„’ on X: "https://t.co/xCxev1F2hO" / X https://t.co/xCxev1F2hO

Inspired by TatsuyaBot x.com/TatsuyaBot/s...
FragCoord demo:
fragcoord.xyz/s/cozqh7q8

02.03.2026 23:41 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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Cubism
vec3 q,p,v=FC.rgb*2.-r.xyx;p.z+=5.;for(float d,i,l,z;l++<1e2;l>5e1?v/=v,z+=d+=.001,o*=exp(d/z*.4-.1):o+=exp(-d)/2e1,p+=v/length(v)*d)for(i=d=9.;i-->1.;)d=min(d,.5*length(max(q=abs(dot(q=normalize(cos(i*.2+t+vec3(0,2,4))),p)*q+cross(q,p)),q.yzx)-.2*i)-.03);

02.03.2026 23:37 πŸ‘ 65 πŸ” 11 πŸ’¬ 1 πŸ“Œ 1

Nice one!

27.02.2026 20:49 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

The tuner used to recompile every time you change something with a slider, but that doesn't work well for large shaders.
Not it substitutes in a temp uniform, so it only recompiles once when selecting and makes it easier to tune in realtime

27.02.2026 17:37 πŸ‘ 2 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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Recursion allows multiple passes with the same shader. Click the gear by the buffer to add more passes or edit resolution settings

I made a recursive blur demo:
fragcoord.xyz/s/rx2boqrh

27.02.2026 17:37 πŸ‘ 7 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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On the library page, you can go to community and share code snippets for others there. Add or remove any functions you like with your own snippet collection

27.02.2026 17:37 πŸ‘ 1 πŸ” 0 πŸ’¬ 2 πŸ“Œ 0
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FragCoord v0.8 - Circulation!
-You can now customize your code library and share functions with others.
-Added recursion for multipass effects. You can iterate the same shader up to 20 times, useful with blurs, RC, fluid sims and more.
-32-bit float buffers are in!

27.02.2026 17:37 πŸ‘ 18 πŸ” 1 πŸ’¬ 1 πŸ“Œ 0
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Support XorDev ❀️ Support XorDev

Consider supporting development here! Thanks
ko-fi.com/xor

26.02.2026 17:16 πŸ‘ 4 πŸ” 2 πŸ’¬ 0 πŸ“Œ 0
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maze worms / graffitis 3c Port of https://www.shadertoy.com/view/Xs2cRD (not the correct look yet but getting close :-) ) A variant of graffiti3 https://www.shadertoy.com/view/4djcRD But the purpose was having shells growing...

See Fabrice's example for how floating point textures can be used in practice
fragcoord.xyz/s/mwwxg0ve

26.02.2026 17:14 πŸ‘ 4 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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The editor saves the shader you are viewing while you navigate different pages, but you can also close it with this "x" now

26.02.2026 17:03 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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In the comment section you can reference specific lines and offer suggested changes. These can be applied and reversed with a button.
Reply to specific users to make sure they get notified (otherwise it only pings the shader author)

26.02.2026 17:03 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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The new settings page gives you finer control over your editor

26.02.2026 17:03 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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Click the resolution button to edit the pass formats and texture settings. You can now do RGBA16 or RG8, etc. I want to encourage memory efficient designs by opening texture formats to users.
Each pass can be edited independently

26.02.2026 17:03 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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v0.7 Structure update!
-Added 16-bit floating-point formats to custom passes and mipmapping.
-Added new settings: default license, disable templates, more
-Improved the comment system with replies and code suggestions

26.02.2026 17:03 πŸ‘ 20 πŸ” 1 πŸ’¬ 1 πŸ“Œ 0

HOLY COW - totally loving the new fragcoord.xyz site from @xordev.com

Quick truchet test, its really a slick site and a much needed upgrade!

fragcoord.xyz/s/tisx89ut

26.02.2026 03:06 πŸ‘ 9 πŸ” 2 πŸ’¬ 0 πŸ“Œ 0

It's like choosing my favorite child 🀣
bsky.app/profile/xord...
bsky.app/profile/xord...
bsky.app/profile/xord...
bsky.app/profile/xord...

25.02.2026 22:33 πŸ‘ 19 πŸ” 0 πŸ’¬ 4 πŸ“Œ 0

Less chars

25.02.2026 21:43 πŸ‘ 12 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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Now you can suggest changes in the comment section and it's easy for the shader author or users to apply and revert it (it adapts to line moves too).

25.02.2026 17:28 πŸ‘ 4 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0