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25K posts
Shader Artist. Building FragCoord.xyz
- I am a graphics programmer, and here's my feedback on Apple's Liquid Glass beta. The idea is cool, but it's difficult to work with from a UX perspective. Let's start with the main problems: 1 - Low Contrast: It's clearly not readable, but there are many different ways to fix it.
- As a graphics programmer, here are my thoughts on Minecraft's new Vibrant Visuals update: Firstly, it's an awesome idea and I'm totally on board. There's a huge community demand for better graphics effects. Lots of people hate any change, but I am glad they are taking the risk
- 249 chars of #GLSL: vec2 p=(FC.xy-r*.5)/r.y*mat2(8,-6,6,8),v;for(float i,f=3.+snoise2D(p+vec2(t*7.,0));i++<50.;o+=(cos(sin(i)*vec4(1,2,3,1))+1.)*exp(sin(i*i+t))/length(max(v,vec2(v.x*f*.02,v.y))))v=p+cos(i*i+(t+p.x*.1)*.03+i*vec2(11,9))*5.;o=tanh(pow(o/1e2,vec4(1.5)));
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00:51Success is uncertain, but entertainment is guaranteed! ✨ - I’ve been writing tiny shaders for about 4 years. I wonder how good I could get in 20 if I kept at it?#つぶやきGLSL vec3 i,a,b,p=vec3(t/.1,rotate2D(t)),d=normalize(r.xxy-vec3(0,ivec2(FC*.5+.5)*4));for(;i.x++<9e2&&snoise3D(a=ceil(p+d*step(a,b))/28.)<1.-length(a.zy);)a=sign(d),b+=step(b=fract(-p*a),-b),a*=b/d,b=min(a,min(a.yzx,a.zxy)),p+=d*b;o.rgb=fwidth(p+p);
00:00 - "Accretion" for(float z,d,i;i++<2e1;){vec3 p=z*normalize(FC.rgb*2.-r.xyx);p=vec3(atan(p.y/.2,p.x)*2.,p.z/3.,length(p.xy)-5.-z*.2);for(d=1.;d<7.;d++)p+=sin(p.yzx*d+t+.3*i)/d;z+=d=length(vec4(.4*cos(p)-.4,p.z));o+=(cos(p.x+i*.4+z+vec4(6,1,2,0))+1.)/d;}o=tanh(o*o/4e2);
00:00 - #つぶやきGLSL vec3 i,a,b,p=vec3(t/.1,rotate2D(t)),d=normalize(r.xxy-vec3(0,ivec2(FC*.5+.5)*4));for(;i.x++<9e2&&snoise3D(a=ceil(p+d*step(a,b))/28.)<1.-length(a.zy);)a=sign(d),b+=step(b=fract(-p*a),-b),a*=b/d,b=min(a,min(a.yzx,a.zxy)),p+=d*b;o.rgb=fwidth(p+p);
00:00 - Down to 190 characters! #つぶやきGLSL vec3 p=vec3(t/.1,cos(t+r)),d=r.x/(r.xxy-round(FC.zxy)*2.),a;for(;o.w++<9e2&&snoise3D(a=ceil(p)/28.)+1.>length(a.yz);p+=min(a=fract(-p*sign(d))*abs(d)+1e-4,min(a.y,a.z)).x/d);o.rgb=fwidth(p);
00:00 - for(float i,z,d,f;i++<1e2;o+=vec4(4,6,8.+z,0)/f-min(dFdx(z)*r.y+z,0.)/exp(d*d/.1)){vec3 p=z*(FC.rgb*2.-r.xyy)/r.y,c=p;p.z+=8.;c.z*=3.;for(f=1.;f++<9.;c+=sin(c.yzx*f+z+t*.5)/f);z+=min(f=.1+abs(.2*c.y+abs(p.y+.8)),d=max(length(p)-3.,.9-length(p-vec3(-1,1,3))))/7.;}o=tanh(o/2e3);
- Replying to @todayyearsoldAlso X percent of Y is just multiplying the two together and dividing by 100. 7% of 11 = 77/100 = 0.77 4% of 20 = 0.80 This method works on any pair of numbers. After all this is what percent means
- "Dust" Here's an infinite, mathematically generated space station with volumetric shadows in just 439 characters of code! shadertoy.com/view/cdG3Wd
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