Shader Artist. Building FragCoord.xyz

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Navier-Stokes
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In a reverse of my usual, I've ported two of my original shaders to fragcoord and shadertoy. "Fake 3D Cityscape" is better on Fragcoord since it actually has the music (though sometimes it doesn't start and the visuals are wrong on my tablet for some reason). "Billiards Simulator" is slightly better on Shadertoy because it has mainSound but it just plays the sound once at the beginning because it can't access Buffers to trigger when collisions actually happen. The rest of the links are in the replies. fragcoord.xyz/s/fm6jfu1u
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Experimenting with Radiance Cascades in Minecraft
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"Adjusting animation speed" by @HalbFettKaese fragcoord.xyz/t/ak2povht This is a great interactive guide on how to handle changing speeds with linear time in shaders. I was actually about to write something like this!
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Lots of great illustrations and examples here
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When I was 3yrs old, I got in trouble for trying to play with the family fish tank. Now, 100+ yrs later @threejs toys and experiments let me relive that fun. (3k lines of code, and I'm still adding things to the "sandbox".) 💦
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Good video on blurring
New video is out now! How to blur images at 20,000 FPS (or 50 microseconds) piped.video/YJVYX8tllj4
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Animated, 2D fluid in sphere. > an interactive GLSL shader.
#GLSL: Animated 2D fluid inside sphere. Use for loading animations, health UI, etc... void mainImage(out vec4 col, in vec2 uv) { vec3 r = iResolution; uv=((2.*uv)-r.xy)/r.y; float sdf=length(uv),c=step(sdf,.85), vB=smoothstep(.1,.9,sin(uv.x+(PI*.5))-.3), vBA=vB*sin(iTime*4.)*.1, fW=(sin(((iTime*2.)+uv.x)*2.)*.05)+vBA, bW=(sin(((iTime*-2.)+uv.x)*2.+PI)*.05)-vBA, fA=(sin(iTime*4.)*.05)*vB, fP=-.2+(sin((iTime)*PI)*.1), fF=step(uv.y,(fA+fW)+fP)*c, bF=step(uv.y,(-fA+bW)+fP)*c; col = vec4((step(sdf,1.)-step(sdf,.9))+ (fF+(clamp(bF-fF,0.,1.)*.8))+ clamp(pow((sdf+.01)* ((1.-(fF+bF))*c),5.),0.,1.)); } Try it INTERACTIVE w/ comments on #ShaderToy: 👉 shadertoy.com/view/Ds3BRN #gamedev #indiedev #vfx #shader
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Pretty good caustics
opus 5.5 is something else.. so many people asked me to open source the 3d water from my last post. a few even wanted to buy it so here it is. my first open source drop code » github.com/Aureliengmz/clear… demo » aureliengmz.github.io/clearw… show me what you make with it
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Xor retweeted
snap, crackle, pop another experiment with shaders and realtime VFX running on a live webcam feed
light bulb malfunction a realtime VFX experiment
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Sold my first exclusive license on FragCoord!
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It's impressive tech, but it still only raises the floor, not the ceiling. It's easier than ever to produce decent code, but I could point out dozens of flaws that still require human expertise here
I use gemini often in my shaders when I can't get the math right or i'm struggling with a bug, but it has never been able to just one shot a good looking shader. It very much was in the category of assistant to help me get my vision faster. Then I saw this shader where the author claims Claude Opus 5.5 did almost all of it. Kind of makes you want to give up. shadertoy.com/view/f3y3Rm
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Everything feels a bit too soft. It's hard to understand the intention of the designs
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You get the idea. It's cool tech, could save a ton of time brainstorming, prototyping and in limited cases, debugging (it's also good at bugging), but as of yet, the need for expertise is still important, just a bit more granular than before
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