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xordev.bsky.social
Shaderboy https://linktr.ee/xordev
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vec2 p=(FC.xy*2.-r)/r.y;o+=.1/abs(length(p)-.5+.01/(p.x-p.y));

"Plasma" in 195 chars of #GLSL vec2 p=(FC.xy*2.-r)/r.y,l,v=p*(1.-(l+=abs(.7-dot(p,p))))/.2;for(float i;i++<8.;o+=(sin(v.xyyx)+1.)*abs(v.x-v.y)*.2)v+=cos(v.yx*i+vec2(0,i)+t)/i+.7;o=tanh(exp(p.y*vec4(1,-1,-2,0))*exp(-4.*l.x)/o);

NEW GM Shaders: Signed Distance Fields mini.gmshaders.com/p/sdf You may have heard of SDFs, but this is an introduction to actually using them in computer graphics!

vec2 p=(FC.xy*2.-r)/r.y,a;for(float i;i++<20.;i,o+=(cos(sin(i*.2+t)*vec4(0,4,3,1))+2.)/(i/1e3+abs(length(a-.5*min(a+a.yx,.1))-.05)))a=(fract(t*.2+p*.3*i*rotate2D(cos(t*.2+i*.2)))-.5),a=vec2(a.y,abs(a));o=tanh(o*o/2e5);

I rarely see Fractal Texturing used anywhere but find it really useful. It makes a single texture look good at any distance, without getting pixelated or blurry and tiled, by interpolating between different scales of the same texture based on the depth. #gamedev #godot #godotengine

Just tried Metal shaders for the first time and made WavesMetal! 🌊✨ A simple shader that creates smooth wave animations on iOS. Shoutout to @xordev.bsky.social for the animation❤️ Check it out here: github.com/mertozseven/Wa… #Swift #Metal #Shader #iOSDev

Do you like mashed potatoes?

vec2 p=(FC.xy*2.-r)/r.y*2e1;for(float i;i++<1e2;o+=sqrt(cos(i*.1+vec4(0,1,3,0))+1.)/(abs(i-50.)*.3+4e2*length(cos(p+i*.3+t)-.99)))p*=mat2(9,2,-2,9)/9.5;o*=o;o/=.2+o; #GLSL

"Glow Ink" in 157 chars of #GLSL vec2 p=(FC.xy*2.-r)/r.y,i;for(p=p/(2.-p.y)/.1+t;i.x<22.;p+=.4*sin(p.yx*++i+i*i*r+t)/i)o=sin(o+length(cos(p*.3+i))*9.);o=.6/(.6+abs(o)/exp(.4*vec4(p-=t,-p)));

"Starship" in 251 chars of #GLSL vec2 p=(FC.xy-r*.5)/r.y*mat2(8,-6,6,8);for(float i;i<50.;o+=(cos(sin(i)*vec4(1,2,3,0))+1.)*exp(sin(i+i*t*.1))/length(max(p,p*vec2((3.+snoise2D(p+vec2(t/.1,i)))*.02,.5))))p+=cos(++i*i+t*.2+p.x*.02+i*vec2(11,9))*2.;o=tanh(.01*p.y*vec4(0,1,2,3)+o*o/1e4);

Subtle things to make your shaders better: 1) Anti-aliasing - Real life is not limited to pixels so unless you're specifically going for a pixelated style, you should be anti-aliasing everything! mini.gmshaders.com/p/antialiasing

243 chars of #GLSL: vec2 p=(FC.xy-r*.5)/r.y*mat2(9,-2,2,9),v;for(float i;i++<50.;o+=(cos(sin(i)*vec4(7,4,2,1))+1.)*exp(sin(i*i+t))/length(max(v,vec2(v.x*(3.+snoise2D(p+vec2(t/.3,i)))/1e2,v.y*.21))))v=p+cos(i*i+t+p.x*.2+vec2(0,11))*3.;o=tanh(pow(o/3e2,vec4(1.5)));

I wrote about anti-aliasing in shaders and how you can implement it! mini.gmshaders.com/p/antialiasing

Graphics Programming weekly - Issue 370 - December 15th, 2024 www.jendrikillner.com/post/graphic...

A simple example on anti-aliasing for shaders www.shadertoy.com/view/XcKcWh

I can retire my ShaderToy account now

been experimenting with some realtime lights and I'm really starting to like TAA for what it lets you achieve

Hello everyone! I've been experimenting with some different ways of rendering a fluid simulation, and made a video about the journey over here: youtu.be/kOkfC5fLfgE

GPC is the first graphics conference I ever attended, and I had a great time, props to the organizers! As a BUas student I presented my work on Radiance Cascades during the student showcase, which was very fun & exciting, I did my best to briefly explain the essence of RC :) youtu.be/MONs5wMy6Rw?...

Thankful for you guys today

Share shaders below please👇

Thanks for 1K!

The best 2D lighting system for GameMaker was just released! It supports thousands of lights, normal mapping, hard/soft shadows, HDR and more! Check out "Crystal" by @foxyofjungle.bsky.social: foxyofjungle.itch.io/crystal-2d-l...

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