danil
morimea.bsky.social
danil
@morimea.bsky.social
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

November 17, 2025 at 4:38 PM
Reposted by danil
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);
November 5, 2025 at 2:03 PM
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
November 6, 2025 at 1:35 PM
Reposted by danil
NEW: I spoke to original Halo devs about that ICE Halo post

One: "abhorrent”

Another: "Using Halo imagery in a call to ‘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...
Halo co-creator says ICE’s Halo-themed recruitment ad “makes 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
www.gamefile.news
October 28, 2025 at 6:18 PM
Reposted by danil
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...
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...
www.saschawillems.de
August 15, 2025 at 11:36 AM
Reposted by danil
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
Functions: Mix
An overview of the mix function, how it works and some unusual uses
mini.gmshaders.com
August 30, 2025 at 2:23 AM
pathtracing is very nice
www.shadertoy.com/view/3XV3Rt
July 16, 2025 at 6:07 PM
July 16, 2025 at 5:16 PM
New simple shader:
Rotation - just use lookAt

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

#shaders #shadertoy
June 21, 2025 at 1:00 AM
New shader:
Street of houses in summer - www.shadertoy.com/view/4cVfWt
#shadertoy
May 31, 2025 at 11:33 AM
Reposted by danil
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);
May 30, 2025 at 6:45 PM
Reposted by danil
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...
Painting with Math | Inigo Quilez
YouTube video by Wookash Podcast
www.youtube.com
May 4, 2025 at 3:22 AM
My new Shadertoy Pathtracing scenes - all in playlist - www.shadertoy.com/playlist/cX3...

#shadertoy #shaders
April 17, 2025 at 7:15 PM
Reposted by danil
Did some clean up this morning with a nice cup of coffee ☕
#shader #glsl #voronoi #webgl #genart

www.shadertoy.com/view/t32GRd
April 12, 2025 at 1:38 PM
Reposted by danil
Stop sharing the Ghibli AI slop, what is wrong with you:

aftermath.site/studio-ghibli-...
March 27, 2025 at 11:22 PM
Reposted by danil
ATTENTION INDIEDEVS
Show off your art style
March 26, 2025 at 2:29 PM
Reposted by danil
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
March 22, 2025 at 4:09 PM
Reposted by danil
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));
March 21, 2025 at 8:50 PM
Reposted by danil
NEW GM Shaders: Turbulence!
mini.gmshaders.com/p/turbulence
Creating turbulent, fluid motion for liquids, smoke, steam, and fire effects!
March 18, 2025 at 2:32 PM
Reposted by danil
vec2 p=(FC.xy*2.-r)/r.y,a;for(float i;i++<20.;i,o+=(cos(sin(i*.2+t)*vec4(0,4,3,1))+2.)/(i/1e3+abs(length(a-.5*min(a+a.yx,.1))-.05)))a=(fract(t*.2+p*.3*i*rotate2D(cos(t*.2+i*.2)))-.5),a=vec2(a.y,abs(a));o=tanh(o*o/2e5);
February 14, 2025 at 10:37 PM
New short blog post:
arugl.medium.com/position-of-...

Notice - very impressive discovery by FabriceNeyret2 - object detection using just Mipmap layer.
Position of object on image without AI/ML — Jump flooding algorithm
Selecting object on image as image mask and generate SDF to get position of this object.
arugl.medium.com
November 23, 2024 at 9:24 PM
November 10, 2024 at 1:51 PM