( Not that I have any use for them, tho lol )
( Not that I have any use for them, tho lol )
ofc, the motif of the logo is raymarching :)
ofc, the motif of the logo is raymarching :)
github.com/iY0Yi/obsidi...
#Obsidian #glsl #shader
github.com/iY0Yi/obsidi...
#Obsidian #glsl #shader
www.shadertoy.com/view/3lt3z8
Just decided to release one of my old "WIP" shaders.
It's a bit rough, but I hope you enjoy it.
#glsl #shader #eternalwip
www.shadertoy.com/view/3lt3z8
Just decided to release one of my old "WIP" shaders.
It's a bit rough, but I hope you enjoy it.
#glsl #shader #eternalwip
www.shadertoy.com/view/3scSzM
Just decided to release one of my old "WIP" shaders.
It's a bit rough, but I hope you enjoy it.
#glsl #shader #eternal-wip
www.shadertoy.com/view/3scSzM
Just decided to release one of my old "WIP" shaders.
It's a bit rough, but I hope you enjoy it.
#glsl #shader #eternal-wip
"Cross-section: tccXDH" by iY0Yi:
www.shadertoy.com/view/tf3SWM
You can replace "map3d" function
to see the cross-section of any 3d scene.
#glsl #shader #raymarching
"Cross-section: tccXDH" by iY0Yi:
www.shadertoy.com/view/tf3SWM
You can replace "map3d" function
to see the cross-section of any 3d scene.
#glsl #shader #raymarching
www.shadertoy.com/view/tccXDH
#glsl #raymarching #shadertoy
www.shadertoy.com/view/tccXDH
#glsl #raymarching #shadertoy
This is:
2d sdf bounding volume +
repetition with the neighbor cell technique.
faster and glitchless is ok for now.
(not exact, tho.)
I'll go with this.
This is:
2d sdf bounding volume +
repetition with the neighbor cell technique.
faster and glitchless is ok for now.
(not exact, tho.)
I'll go with this.
Honestly, I wanted to limit the repetition only inside the 2D animated circles :s
#glsl #raymarching #ShaderBoy #iy0yi_blf
Honestly, I wanted to limit the repetition only inside the 2D animated circles :s
#glsl #raymarching #ShaderBoy #iy0yi_blf