Whirl
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);
@morimea.bsky.social
VFX-computer graphic and programming stuff. To share/find interesting stuff. https://www.shadertoy.com/user/morimea - Shadertoy https://github.com/danilw - blog posts there
Whirl
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);
Hash Noise stability in GPU Shaders - arugl.medium.com/hash-noise-i...
iq new shader - www.shadertoy.com/view/3XlfWH
has exact behavior I describerd in my blog - broken fract hash
#shadertoy #shaders #hash
I used dvd first time only around 2010 - so for me it not like that
02.11.2025 04:20 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0we back to the Starship Troopers timeline
29.10.2025 14:58 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0NEW: I spoke to original Halo devs about that ICE Halo post
One: "abhorrentโ
Another: "Using Halo imagery in a call to โdestroyโ people because of their immigration status goes way too far, and ought to offend every Halo fan, regardless of political orientationโ
www.gamefile.news/p/halo-ice-d...
When I started work on my @vulkan.org #Vulkan C++ samples almost 10 years ago I made some non-optimal decisions esp. around sync and command buffer recording. Finally fixed those and did a write-up with a small retrospective at www.saschawillems.de/blog/2025/08...
15.08.2025 11:35 โ ๐ 37 ๐ 12 ๐ฌ 2 ๐ 0NEW Functions: 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
computer rendered graphics - wireframe colored
pathtracing is very nice
www.shadertoy.com/view/3XV3Rt
computer rendered graphics - curves colored
pathtracing is nice
www.shadertoy.com/view/tXy3zt
New simple shader:
Rotation - just use lookAt
To point on how useful and simple is lookAt
www.shadertoy.com/view/tfVXzz
#shaders #shadertoy
image of melted houses
image of melted houses
image of melted houses
New shader:
Street of houses in summer - www.shadertoy.com/view/4cVfWt
#shadertoy
Reminder to use gamma correction in your Gaussian blurs for that rich bokeh effect.
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);
I recorded an interview at the Wookash Podcast. I talk about graphics programing, low level coding, math, product development, demoscene, SDFs, VR, Shadertoy, and other things.
www.youtube.com/watch?v=F1ax...
My new Shadertoy Pathtracing scenes - all in playlist - www.shadertoy.com/playlist/cX3...
#shadertoy #shaders
Did some clean up this morning with a nice cup of coffee โ
#shader #glsl #voronoi #webgl #genart
www.shadertoy.com/view/t32GRd
Stop sharing the Ghibli AI slop, what is wrong with you:
aftermath.site/studio-ghibli-...
ATTENTION INDIEDEVS
Show off your art style
>Moore's law
in 2000 by its prediction - linear 2x:
- in 2025 we would have hardware that is just ~100x faster by performance than in 2000
- in 2025 modern hardware is million times faster than in 2000
Nvidia 1030 - is renamed 750 from ~2015 - and both support Vulkan 1.3 wit latest drivers - and can play many-online mutiplayer/f2p games (for modern AAA vram is obvious limitation)
After 2015 - every gpu already 32-bit floats with 32-bit framebuffers - that enough for most of 2015-level graphics.
The tech and graphical advancements in Assassin's Creed Shadows are mighty impressive: Micropolygon geometry, fluid wind simulations, ray traced global illumination and so much more. How do they all work and compare to AC games of the past? Find out in my video below!
youtu.be/nhFkw5CqMN0
Fire in 272 chars of #GLSL
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));
NEW GM Shaders: Turbulence!
mini.gmshaders.com/p/turbulence
Creating turbulent, fluid motion for liquids, smoke, steam, and fire effects!
P.S. I just remembered - I saw(randomly) very weird Vulkan errors also from 1050-nvidia users - and there were "bad drivers" reason to it.
18.03.2025 00:19 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0if it Windows - maybe drivers from Windows update center not from Nvidia website - those drivers do not support OpenGL/Vulkan - update drivers from Nvidia website is first.
Official Godot builds should work on "anything" - so I do not see other reason than hardware problem or drivers.
We lucky that Godot has no bureaucracy.
mdn needed just 4 years to decide - "is it worth mentioning in docs that movement animation require rotation flag in css/svg or it be unsmooth" - github.com/mdn/content/...
in context of AI-panorama-like
I have this basic SD script github.com/danilw/danil... - it just inpaint images to make panorama
result:
I mean - I experimented with panorama-cubemap models in StableDiffusion - there too many problems image even just "clouds" is very not natural in perspective-sizes.
This you linked - also generate "roads" very wobble - non stable - similar to SD panorama models. But it better ofc.
impressive but
Downloads are available with any paid subscription
And - bottom on every image look very suspicious - look like it generating Panorama and then "inpaint" missing on bottom(maybe top also). And "seam" visible on bottom also sometime - it blured but visible.
There wikipedia page on Filter bubble - en.wikipedia.org/wiki/Filter_...
There mentioned impact of AI-statistic-prediction-sorting in Dangers section at the end.
I think reason why it not used - motion sickness.
People have motion sickness just from basic "noise-like grass" textures - so every game now use cartoon-minimal graphics style.
With these "infinite zoom" like texturing - it will be so bad for image recognition-finding patterns.