"Bokeh 3"
for(float i=9.+fract(-t/.1),j;i<5e1;o+=(cos(FC.y/r.y*7.+i+t*9.+vec4(0,1,2,3))+1.)*exp(cos(j=tan((j=round(i+t/.1))*9.))*cos(.3*t/j))*smoothstep(j=j*j+3.,-j,length(mod(FC.xy+r*tan(j/.1+vec2(0,8))/i,r)-r*.5)-.1*r.y)/sqrt(j))i+=.2;o=sqrt(tanh(.1*o));
05.08.2025 15:11 β π 49 π 1 π¬ 1 π 0
"Bokeh 2"
for(float i=fract(-t/.1),j;i<1e2;o+=(cos((j=round(i+t/.1))+vec4(0,1,2,3))+1.)*exp(cos(j=tan(j*9.))*cos(.3*t/j))*smoothstep(j=j*j+3.,-j,length(FC.xy-r*.5+r*tan(j/.1+vec2(0,8))/i)-r.y/i)/sqrt(j))i+=.2;o=sqrt(tanh(.1*o));
05.08.2025 15:08 β π 27 π 1 π¬ 0 π 0
"Bokeh"
vec2 p=FC.xy/r.y;for(float i,f,g;i++<9.;o+=(cos(p.y+p.x/.6+g+vec4(0,1,2,0))+1.)*smoothstep(-9.,9.,(.3-length(cos(p++/.3+t*.2)))*r.y/exp(f=sin(i)*i+i))/exp(f/3.+sin(i+g+t))*(g=cos(p/.4).x)*g)p*=mat2(8,-6,6,8)/9.;o=sqrt(tanh(.2*o));
05.08.2025 01:23 β π 63 π 4 π¬ 3 π 0
twigl.app
twigl.app is an online editor for One tweet shader, with gif or webm generator and sound shader.
My demo code:
vec2 p=FC.xy/r;
o=cos(p.x*PI2-vec4(0,2,4,0))*.5+.5;
o+=max(2.-.5*abs(p.y-o)/fwidth(p.y-o),0.);
twigl.app?ol=true&ss=-...
03.08.2025 12:27 β π 4 π 0 π¬ 0 π 0
Cosine ranges from -1.0 to +1.0, so multiplying by 0.5 puts it in the [-0.5, +0.5] range, and adding 0.5 gives it the expected [0.0, 1.0] range.
The hue input should be between 0.0 to Tau (pi*2 or 6.2831...)
color = cos(hue - vec3(0,2,4)) * 0.5 + 0.5
03.08.2025 12:25 β π 6 π 0 π¬ 1 π 0
Turning sine waves to color:
color = cos(hue + vec3(0,1,2)) * 0.5 + 0.5
03.08.2025 12:25 β π 71 π 6 π¬ 1 π 2
Shadertoy
Hey! Sounds fun. There are good examples on ShaderToy:
www.shadertoy.com/view/Md2GzR
01.08.2025 14:19 β π 1 π 0 π¬ 1 π 0
It is a sine wave:
cos(p/v)*v
I vary the frequency for each axis and rotate the yaw with each layer
01.08.2025 14:18 β π 0 π 0 π¬ 1 π 0
"ATC"
vec3 p,v=vec3(1,2,6);for(float i,z,d,f;i++<5e1;o.rgb+=(cos((p.x+z+v)*.1)+1.)/d/f/z)p=z*normalize(FC.rgb*2.-r.xyy),p.xz*=mat2(cos((p+sin(p)).y*.4+vec4(0,33,11,0))),p.x+=t/.2,z+=d=length(cos(p/v)*v+v.zxx/7.)/(f=2.+d/exp(p.y*.2));o=tanh(.2*o);
31.07.2025 21:25 β π 52 π 2 π¬ 2 π 0
Thanks Sheep! I also appreciate your thoughtful replies!
31.07.2025 21:24 β π 1 π 0 π¬ 0 π 0
Features packed in this shader:
-Vertical raymarching (fire and rocket together)
-Sky and fire coloring
-Flickering light (using foggy light)
-Smoke on rocket (distorting the SDF)
-Turbulence for fluid fire
-Softened rocket (ellipsoid SDF) and jets of flame (modulated cylinder)
-HDR tonemapping
31.07.2025 19:31 β π 3 π 0 π¬ 0 π 0
The biggest legends are Fabrice Neyret (the code golfing GOAT), zozuar (tweet shader king), @iquilezles.bsky.social (best shader artist), mrange (talented code golfer), SnoopethDuckDuck (very talented).
31.07.2025 13:32 β π 8 π 1 π¬ 0 π 0
"Cathedral"
vec3 p;for(float i,z,d;i++<5e1;o+=(sin(p.y+vec4(6,1,2,3))+2.)/d/z)p=z*normalize(FC.rgb*2.-r.xyx)+t,z+=d=length(vec2(length(cos(sin(.5*p)+p).xy+1.)-2.,min(d=p.z-t+9.,d*.1)*.5));o=tanh(o/5e1);
31.07.2025 16:39 β π 40 π 2 π¬ 0 π 0
The biggest legends are Fabrice Neyret (the code golfing GOAT), zozuar (tweet shader king), @iquilezles.bsky.social (best shader artist), mrange (talented code golfer), SnoopethDuckDuck (very talented).
31.07.2025 13:32 β π 8 π 1 π¬ 0 π 0
"LAUNCH"
for(float i,z,d,f;i++<1e2;o+=vec4(3,1,d,z/f)/z){vec3 v=vec3(0,-2,7),p=z*normalize(FC.rgb*2.-r.xyx)+v,a=p;a.y*=.3;for(d=1.;d++<9.;)a-=.1*sin((a.zxy+t*v+d)*d)*p.y/d;z+=d=min(max(-p.y,length(a)-2.),f=.2+abs(length(a.xz-cos(a.zx*6.))+max(p.y/.1,-.6)))/8.;}o=tanh(o*o.a/1e3);
30.07.2025 23:30 β π 118 π 11 π¬ 5 π 0
Feels too dark
"Radial 2B"
vec2 p=FC.xy-r*.5;for(float i,a;i++<9.;o+=.03/(max(a=i*i/8e1-length(p)/r.y,-a*3.)+2./r.y)*smoothstep(a=cos(i-t),2.,cos(a=atan(p.y,p.x)+a+i*i))*(1.2+sin(a+i+vec4(0,2,4,0))));o=tanh(o);
30.07.2025 16:11 β π 12 π 0 π¬ 0 π 0
"Neutrino"
for(float i,z,d,s;i++<2e2;o+=(cos(s+vec4(0,2,4,0))+2.)/d/s){vec3 v=vec3(.3,.7,2),p=z*normalize(FC.rgb*2.-r.xyy),a=normalize(cos(v-t+s));p.z+=9.,s=length(a=a*dot(a,p)-cross(a,p)),z+=d=.03+abs(length(sin(a*v+v)/v)-2.)/7.;}o=tanh(o*o/2e6);
30.07.2025 14:11 β π 39 π 2 π¬ 0 π 0
"Radial 2"
vec2 p=FC.xy-r*.5;for(float i,a;i++<9.;o+=.01/(max(a=i*i/8e1-length(p)/r.y,-a*3.)+2./r.y)*smoothstep(a=cos(i-t),2.,cos(a=atan(p.y,p.x)+a+i*i))*(1.2+sin(a+i+vec4(0,2,4,0))));o=tanh(o);
29.07.2025 22:58 β π 62 π 3 π¬ 2 π 0
"Radial"
vec2 p=FC.xy-r*.5;for(float i,a;i++<7.;o+=.02/(max(a=length(p)/r.y-i*i/5e1,-a*4.)+2./r.y)*smoothstep(0.,.6,cos(a=atan(p.y,p.x)*3.+t*sin(i*i)+i*i))*(1.+sin(a-i+vec4(0,.2,.5,0))));o=tanh(o);
29.07.2025 22:51 β π 140 π 12 π¬ 1 π 0
Speak
29.07.2025 17:32 β π 48 π 3 π¬ 0 π 0
Compare to original upload
bsky.app/profile/xord...
29.07.2025 15:46 β π 4 π 0 π¬ 1 π 0
29.07.2025 15:45 β π 40 π 3 π¬ 2 π 0
Vibe code a good shader
29.07.2025 15:00 β π 14 π 0 π¬ 1 π 0
a glowy sphere shader thing
I made a very pretty mistake
28.07.2025 19:54 β π 3626 π 159 π¬ 84 π 4
I will have to test this!
28.07.2025 23:37 β π 14 π 0 π¬ 2 π 0
twigl.app
twigl.app is an online editor for One tweet shader, with gif or webm generator and sound shader.
Reduced the noise, tweaked the motion and trailing, new coloring and other small tweaks.
Demo:
twigl.app?ol=true&ss=-...
28.07.2025 18:27 β π 1 π 0 π¬ 0 π 0
3D Reimagined.
Try for free at www.unbound.io/
Join us on Discord: https://discord.gg/Uh3Yc43
#madeWithUnbound
UK Indie Game Dev - Just released "The Horror At Highrook"
A clockwork-card narrative-board game
https://store.steampowered.com/app/2836860/The_Horror_at_Highrook/
Previously "Into The Pit", BigRobot, Phd in the digital sublime
πΆ π¨βπ¨ π¨βπ» Design engineer currently doing cool stuff @Bonobo. Generative art formation.phobon.io and curation shadercraft.phobon.io
Art grounded in physics and math - generated with pencils, code, or digital pen (No AI). #SciArt.
Physics PhD, worked on: Heat pumps, superconductors, cyber security.
Website: https://elkement.art
Prints: https://www.inprnt.com/gallery/elkement
She/her
Photo sharing bot for planetary and deep space images.
Run by @kevinmgill.bsky.social
Content providers added with permission.
Skeet about markets and political corruption
Discord: http://bit.ly/3Bf2pNJ
Links: http://bit.ly/3V8D6Gb
Get $50-$5000 to trade: http://bit.ly/4ayctTD
Senior Graphics Engineer, Light Transport @unity.com.
Check out my stuff at http://github.com/pema99 and https://pema.dev
Interested in all things graphics, VR, language dev and functional programming.
@pemathedev on Twitter/X.
Iβm making Katana Punk!
A cyberpunk deckbuilder in neon lit Tokyo.
contact @ coolasheck . com
Made Wally and the Fantastic Predators. Available on Switch, Xbox, PS4/5, PC.
Itβs a cool game, see the trailer:
https://www.coolasheck.com/
Creator of NEXUS. I love Star Wars, space (outer and personal), LEGO, video games, movies, and SID tunes (C=64).
// I enjoy pain. That is why I code simulation engines in C/C++:
// https://topotoy.com
// My blog:
// http://brashandplucky.com
Senior developer at Microsoft. Demoscener. Babylon.js core team. Technical Emmy Award winner with Golaem. AFOL. Personal views here!
Washed-up renderologist working on #TinyGlade with @anopara.bsky.social; Β½ of Pounce Light, Β½ making sense Β½ the time; he/him; π¦
Exploring. ~ Past: rendering lead @ Figma, creator of PARTICULATE for PC VR, founder @ Workflowy, search engine backend @ Google, Quake modder
miketuritzin.com
developer, musician, very amateur photographer, friend to all π
brianlaclair.com
Interests: Graphics πΌοΈ, Game development πΉοΈ, Retrodev (MSX / MSX2) πΎ. Ray Tracing π! Also interested in, but not posting on: Teaching π, piano π, marriage π§π»βπ€βπ§π», Christianity β.
Nullius in verba
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