Iβm locked in now. No turning back.
06.07.2025 03:40 β π 0 π 0 π¬ 0 π 0@suboptimaleng.bsky.social
π¨πΎβπ» Indian-American Software Engineer πΎ Computer Graphics YouTuber (25k+) β€οΈ Shaders, Anime, Gaming, Running
Iβm locked in now. No turning back.
06.07.2025 03:40 β π 0 π 0 π¬ 0 π 0Ready to blow my whole leg off.
21.06.2025 01:24 β π 0 π 0 π¬ 0 π 0GLSL Shader Experiment 23
Ray Marching Mouse Interaction (part 1)
GLSL Shader Experiment 22
Ray Marching Procedural Terrain (part 4)
GLSL Shader Experiment 21
Ray Marching Procedural Terrain (part 3)
GLSL Shader Experiment 20
Procedural Terrain (part 2)
Ray marched a procedural terrain using value noise. This time, I removed the sphere SDF, colorized the terrain based on its normals, and added specular lighting.
GLSL Shader Experiment 19
Procedural Terrain (part 1)
I ray marched a procedural terrain using value noise. Decided to add distance fog, color grading, and a toon shader to give the scene some contrast.
The last time I ran more than 20 miles in one week was over 5 years ago! Feels good to start running consistently again.
31.05.2025 19:36 β π 0 π 0 π¬ 0 π 0GLSL Shader Experiment 18
Ray Marching Determinant Space Distortion
I finally figured out what a determinant represented (geometrically) thanks to 3B1B. Wanted to visualize it in a shader but couldnβt fix all the artifacts. May come back to this later. Here's a working demo for now.
GLSL Shader Experiment 17
Ray Marching Distance Fog
Spent some time learning more about distance fog this week. Without it, we see weird artifacts like the distortion on the checkerboard plane.
GLSL Shader Experiment 16
Ray Marching Shadows with Post Processing Effects (part 4)
Since I've come this far already, figured I might as well learn how to compute the shadow of the triangle analytically using ray-plane intersection tests.
GLSL Shader Experiment 15
Ray Marching Shadows (part 3)
Realized the shadows looked off in the previous demo because I used directional lighting. Swapped in a point light, but now I see more graphics artifacts because the rays are hitting the wireframe and light sphere.
GLSL Shader Experiment 14
Ray Marching Shadows with Post Processing Effects (part 2)
I've been enjoying re-learning linear algebra. This is my first attempt at recreating a scene from the Immersive Math book.
GLSL Shader Experiment 13
Ray Marching Shadows with Post Processing Effects
GLSL Shader Experiment 12
Simple Ray Marched Scene with Post Processing Effects
Just watched it, cool talk! Thatβs a crazy amount of data that you and your team work with.
20.04.2025 18:41 β π 2 π 0 π¬ 0 π 0GLSL Shader Experiment 11
Post-Processing Shadow of the Colossus
GLSL Shader Experiment 10
4 Types of Layered Voronoi (Cellular) Noise
Working on adding more post-processing effects to my C++ shader animation tool.
Here's what it looks like when I run the Sobel (edge detection) filter on Voronoi (cellular) noise.
Added the option to toggle each post-processing effect in my C++ shader animation tool.
Here's a demo with vignette, film grain, and pixelation enabled.
Started experimenting with post-processing effects in my GLSL shader animation tool. Here are some early results with the vignette and noise filters enabled.
25.03.2025 00:19 β π 4 π 0 π¬ 0 π 0GLSL Shader Experiment 09: More Voronoi Noise
I finally figured out how to smoothly transition between grayscale, classic, Manhattan distance, Worley, and multi-layered Worley noise! Learning C++ and SFML to build this shader engine has been pretty fun too.
GLSL Shader Experiment 08: Layer Voronoi (Worley) Noise
09.03.2025 21:08 β π 0 π 0 π¬ 0 π 0GLSL Shader Experiment 07: Voronoi Noise
02.03.2025 00:07 β π 0 π 0 π¬ 0 π 0GLSL Shader Experiment 06: Grid Generation
01.03.2025 00:29 β π 1 π 0 π¬ 0 π 0Implemented a simple hot reload system for my C++ shader animation tool. This saves me 5-7 seconds per edit-build-run cycle.
It might not sound like much, but those seconds can add up to minutes (or even hours) when I make dozens of small tweaks to a shader!
GLSL Shader Experiment 05: Smooth Cell Division
18.02.2025 00:37 β π 0 π 0 π¬ 0 π 0Started porting my GLSL shader animation system from TypeScript and WebGL to C++ and SFML.
The one thing I miss from the JS ecosystem is hot-reloading.
But user interaction and state management is (seemingly) much easier with C++ since everything happens in a single loop.
My first programming course was in C++, but I haven't used it since. It's been over 10 years!
Wanted to start small and set up SFML with ImGui. Got it working after a few hours of debugging CMake.
Now I can finally get back to writing shaders!
GLSL Shader Experiment 04: Voronoi Noise (part 1)
21.01.2025 04:02 β π 2 π 0 π¬ 0 π 0