To share/find interesting stuff.
https://www.shadertoy.com/user/morimea - Shadertoy
https://github.com/danilw - blog posts there
www.shadertoy.com/view/wc3yz7
www.shadertoy.com/view/w3SfWm
#shadertoy #ringworld #speedoflight
www.shadertoy.com/view/wc3yz7
www.shadertoy.com/view/w3SfWm
#shadertoy #ringworld #speedoflight
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);
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);
iq new shader - www.shadertoy.com/view/3XlfWH
has exact behavior I describerd in my blog - broken fract hash
#shadertoy #shaders #hash
iq new shader - www.shadertoy.com/view/3XlfWH
has exact behavior I describerd in my blog - broken fract hash
#shadertoy #shaders #hash
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...
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...
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
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
www.shadertoy.com/view/3XV3Rt
www.shadertoy.com/view/3XV3Rt
www.shadertoy.com/view/tXy3zt
www.shadertoy.com/view/tXy3zt
Rotation - just use lookAt
To point on how useful and simple is lookAt
www.shadertoy.com/view/tfVXzz
#shaders #shadertoy
Rotation - just use lookAt
To point on how useful and simple is lookAt
www.shadertoy.com/view/tfVXzz
#shaders #shadertoy
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);
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);
www.youtube.com/watch?v=F1ax...
www.youtube.com/watch?v=F1ax...
#shadertoy #shaders
#shadertoy #shaders
Show off your art style
Show off your art style
youtu.be/nhFkw5CqMN0
youtu.be/nhFkw5CqMN0
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));
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));
mini.gmshaders.com/p/turbulence
Creating turbulent, fluid motion for liquids, smoke, steam, and fire effects!
mini.gmshaders.com/p/turbulence
Creating turbulent, fluid motion for liquids, smoke, steam, and fire effects!
arugl.medium.com/position-of-...
Notice - very impressive discovery by FabriceNeyret2 - object detection using just Mipmap layer.
arugl.medium.com/position-of-...
Notice - very impressive discovery by FabriceNeyret2 - object detection using just Mipmap layer.