An Experimental Approach to Printf in HLSL
https://www.abolishcrlf.org//2025/12/31/Printf.html
#HackerNews #Experimental #HLSL #Printf #Graphics #Programming #Shader #Techniques
An Experimental Approach to Printf in HLSL
https://www.abolishcrlf.org//2025/12/31/Printf.html
#HackerNews #Experimental #HLSL #Printf #Graphics #Programming #Shader #Techniques
MiniShader is a small JS/WebGL renderer for prototyping fragment shaders locally. It provides common uniforms, up to three image/video inputs, and can export a standalone HTML page.
https://github.com/Rabenauge/minishader
#shader #webgl #js #javascript
MiniShader is a small JS/WebGL renderer for prototyping fragment shaders locally. It provides common uniforms, up to three image/video inputs, and can export a standalone HTML page.
https://github.com/Rabenauge/minishader
#shader #webgl #js #javascript
Help! I've talked someone into being curious about (fragment) shader-ing ala shadertoy, but I can't find a decent node-based GUI for shader editing that has decent ergonomics but is also close enough to GLSL structurally to allow shadertoy-like mathy exploration.
So far everything I've seen fails in a significant way on either of these:
- Blender: separate "Math" and "Vector Math" nodes. "Math" node with drop-down instead of granular primitives
- Godot: "Function" node with drop-down instead of granular primitives
- Unity: uh ... i just don't want to do this to them i think
- cables.gl: no vector types at all??? setup a bit elaborate
- https://victhorlopez.github.io/editor/ closest so far; polymorphic functions but doesn't auto-cast values; UX a bit underdone
...surely there would be a web tool for this given the popularity of SDFs etc???
How to tween a shader in Godot ✨
#godotengine #MadeWithGodot #tip #Shader #Gdscript #Tween #Animation #Meme
How to tween a shader in Godot ✨
#godotengine #MadeWithGodot #tip #Shader #Gdscript #Tween #Animation #Meme
Help! I've talked someone into being curious about (fragment) shader-ing ala shadertoy, but I can't find a decent node-based GUI for shader editing that has decent ergonomics but is also close enough to GLSL structurally to allow shadertoy-like mathy exploration.
So far everything I've seen fails in a significant way on either of these:
- Blender: separate "Math" and "Vector Math" nodes. "Math" node with drop-down instead of granular primitives
- Godot: "Function" node with drop-down instead of granular primitives
- Unity: uh ... i just don't want to do this to them i think
- cables.gl: no vector types at all??? setup a bit elaborate
- https://victhorlopez.github.io/editor/ closest so far; polymorphic functions but doesn't auto-cast values; UX a bit underdone
...surely there would be a web tool for this given the popularity of SDFs etc???
// Bonfire
#define r(a)*=mat2(cos(a+vec4(0,33,11,0))),
void main(){float i,t,a,n,w,o,d=1.;for(vec3 p,q,k;i++<5e1&&d>.001;o+=d>n?d=abs(n)*.4+.05,1./d:exp(3.-length(k)*.6),t+=d*.5)for(k=normalize(vec3(P+P-R,R.y))*t,d=k.y+=6.,k.z-=15.,w=.0025,a-=a,n=.96*length(k.xz)+.27*k.y-5.34;a++<9.;w+=w)p=k,p.zx r(a*2.4)q=p,q.y-=a*T,n+=abs(dot(sin(q*.7/w),q-q+w)),p.z-=5.,p.zy r(atan(a*.18))d=min(d,max(abs(p.z+5.)-5.,max(abs(p.x)*.9+p.y*.5,-p.y)-.3));O=vec4(tanh(o*vec3(9,3,1)/5e2),1);}
// Bonfire
#define r(a)*=mat2(cos(a+vec4(0,33,11,0))),
void main(){float i,t,a,n,w,o,d=1.;for(vec3 p,q,k;i++<5e1&&d>.001;o+=d>n?d=abs(n)*.4+.05,1./d:exp(3.-length(k)*.6),t+=d*.5)for(k=normalize(vec3(P+P-R,R.y))*t,d=k.y+=6.,k.z-=15.,w=.0025,a-=a,n=.96*length(k.xz)+.27*k.y-5.34;a++<9.;w+=w)p=k,p.zx r(a*2.4)q=p,q.y-=a*T,n+=abs(dot(sin(q*.7/w),q-q+w)),p.z-=5.,p.zy r(atan(a*.18))d=min(d,max(abs(p.z+5.)-5.,max(abs(p.x)*.9+p.y*.5,-p.y)-.3));O=vec4(tanh(o*vec3(9,3,1)/5e2),1);}
(Blog Updated) Interview with demoscener – @0b5vrhttps://6octaves.com/2025/09/interview-with-demoscener-0b5vr.html
#demoscene#GLSL #livecoding#3DCG #programming #machinelive#JapaneseDemoscener #shader
(Blog Updated) Interview with demoscener – @0b5vrhttps://6octaves.com/2025/09/interview-with-demoscener-0b5vr.html
#demoscene#GLSL #livecoding#3DCG #programming #machinelive#JapaneseDemoscener #shader
✨ New blog post: "Sharing everything I could understand about gradient noise"
https://blog.pkh.me/p/42-sharing-everything-i-could-understand-about-gradient-noise.html
I had a lot of fun making the WebGL demos, but it took me weeks of work. Boost are really appreciated if you enjoy it.