transmorphers ...transformers was yesterday ;-) #glsl #allcode #generative #game #cars
transmorphers ...transformers was yesterday ;-) #glsl #allcode #generative #game #cars
Added some post-fx. Variable size blur, vector blur (both controlled by raymarcher AOVs) and shadertoy fx. I love this dark, blurry and lo-fi look
#maxmsp #jitter #raymarcher #glsl
Kann das noch getopt werden? Wohl kaum. Aber das muss ich dann doch noch dran schrauben.
#totetmatt hat auf #Demozoo einfach mal alle #GLSL Files der #ShaderShowdown Runden 1-3 und vom Finale zusammen gestellt.
Also wenn das nicht mal n feiner Einflieger & DeepDve in das Thema ist:
WIP #maxmsp #jitter #glsl #fractal
Updating my old fractal raymarcher project. It has 11 transforms, each with variable execution order, variable start-end iteration and in the end the distance estimator has five modes... this way, a huge range of hybrid fractals are possible.
It contains lot of code from IQ and Fragmentarium shaders.
Creating Dynamic WebGL Gradients: A Deep Dive into Shader Programming
Explore the fascinating world of WebGL as we break down the creation of flowing gradient effects using shaders. This article provides a comprehensive guide to writing shaders, color mapping, and dynam...
https://news.lavx.hu/article/creating-dynamic-webgl-gradients-a-deep-dive-into-shader-programming
Getting a little noisy but having fun playing with colors. Going to tone this down a bit.
Defrosting the depths
#AlgorithmicArt #CreativeCoding #maze
#Processing #glsl #shaders
Have you ever wanted to learn how to program shaders???
Let's Learn Shaders!
This Monday we're having a mixed jam with @Violet , from 20:00 BST. #tic80 and #glsl #livecoding from the #demoscene, come and join the chat or get in touch if you'd like to play! https://twitch.tv/FieldFxDemo
Hm, not happy with SPIR-V to ISA on my RDNA3 that is reordering loads from shared memory in some ways that it is actually slightly less efficient...
Is there a way to instruct the ISA compiler via GLSL to not reorder loads from shared mem? (Not workgroup/subgroup barriers but simple no-reordering) I haven't yet tried if volatile could do the trick
Anyone has some thoughts?
@bnut BAH! The sticky edges were due entirely to a bug in my projection code. The box size is just slightly less than 1 so that it fits in my collision detection grid and when projecting z, I failed also to project x and y. Now they no longer stick which leaves the cube edges somewhat less visible.
Here's a changing projection shape.
#AlgorithmicArt #CreativeCoding #simulation #swarming #ALife
#Processing #glsl #shaders
@bnut Flocks on a box
I let the simulation run for several minutes before recording. The edges do appear to be a bit sticky causing the flocks have a bias to moving parallel to them, but particles are only briefly trapped there before being pulled away.
#AlgorithmicArt #CreativeCoding #simulation #swarming #ALife
#Processing #glsl #shaders
@bnut Swarms on a seam
The particles try to move in 3-D, but then their position is constrained so that z = abs(x).
Still seems to work with this particular set of forces, though it's not all that easy to see in this low-res, short animation.
#AlgorithmicArt #CreativeCoding #simulation #swarming #ALife
#Processing #glsl #shaders