danil
@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
Got nerdsniped by someone on another site and decided to make a cool planet shader. Here's the result 🥰 Just a bunch of noises + atmospheric scattering really. #creativecoding
Nether for(float i,z,d;i++<6e1;o+=vec4(19,z,1,1)/d/d){vec3 p=z*normalize(FC.rgb*2.-r.xyy);p.z-=t;p=round(p/.1)*.1; for(d=0.;d++<9.;p+=.2*cos(p*d+z).zzx);z+=d=abs(abs(p.y)-3.)/20.;} o=tanh(o/7e5);
speed of light in ring demos: www.shadertoy.com/view/wc3yz7 www.shadertoy.com/view/w3SfWm #shadertoy #ringworld #speedoflight
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
NEW: I spoke to original Halo devs about that ICE Halo post One: "abhorrent” Another: "Using Halo imagery in a call to ‘destroy’ people because of their immigration status goes way too far, and ought to offend every Halo fan, regardless of political orientation” www.gamefile.news/p/halo-ice-d...
Halo co-creator says ICE’s Halo-themed recruitment ad “makes me sick”
Another Halo maker says ad "ought to offend every Halo fan, regardless of political orientation." ALSO: A developer whose game just launched on Xbox slams Microsoft’s silence
gamefile.news
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...
Fundamental Vulkan Samples rework
Fundamental Vulkan Samples rework (Sync, command buffers and more) Some history It’s been almost ten years since I started working on my open source C++ Vulkan samples. Never would I have imagined wha...
saschawillems.de
NEW 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
Functions: Mix
An overview of the mix function, how it works and some unusual uses
mini.gmshaders.com
New simple shader: Rotation - just use lookAt To point on how useful and simple is lookAt www.shadertoy.com/view/tfVXzz #shaders #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...
Painting with Math | Inigo Quilez
YouTube video by Wookash Podcast
youtube.com
My new Shadertoy Pathtracing scenes - all in playlist - www.shadertoy.com/playlist/cX3... #shadertoy #shaders
ATTENTION INDIEDEVS Show off your art style
ATTENTION INDIEDEVS Show off your art style
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!
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);
New short blog post: arugl.medium.com/position-of-... Notice - very impressive discovery by FabriceNeyret2 - object detection using just Mipmap layer.
Position of object on image without AI/ML — Jump flooding algorithm
Selecting object on image as image mask and generate SDF to get position of this object.
arugl.medium.com