I'll never forgive whoever decided a "3x4 matrix" has a width of 4 and a height of 3, instead of the other way around
Before I go, have fun with FragCoord 1.3: Outputs. -Countless improvements to the interface. -Added 1D, 3D and Cubemap buffers for Pro users. -Added MRT support for Pro users. -Unified the explore page Bit by bit, FC is becoming a more refined and capable tool!
My wedding is this weekend so I may disappear for a while. See you all on the other side!
It's been a hectic year. My brother's brain surgery, buying a house, moving, wedding and now my sister's condition. I miss coding
I made a video about the smooth-maximum function, I hope you like it! youtu.be/6Qb6QtC6QMs
A function you cannot do without
YouTube video by Inigo Quilez
youtu.be
RADAR f4 p = rnd(C*.1)/.1-R.xyyy/2 O = .005/modf((atn(p.y,p.x)+T-f4(,.01,.02,))/6.3+1,O)/frc(dot(p+O,sin(p.yxyx/R.y)));
The depth and thoroughness of @bgolus.bsky.social articles, when you are blessed with one relevant to what you're currently doing. (In this case, using normal maps with triplanar texture mapping.) bgolus.medium.com/normal-mappi...
Normal Mapping for a Triplanar Shader
Triplanar mapping is a great solution for dealing with texturing on complex geometry that is difficult or impossible to use traditional UVs…
bgolus.medium.com
It's so important to get good at giving and receiving critical feedback. When making things, you need people who can tell you exactly what's wrong
A live session coding a procedural tower of bricks. Turned out ugly, I fixed it a bit in shadertoy after I closed the recording: youtu.be/DAMiS2PGTEE
Coding a brick tower
YouTube video by Inigo Quilez
youtu.be
This is a great thread @hillsguy.bsky.social, I'll add a bit more context here for anyone interested. Yes there's no fancy sim - it just uses a water interaction buffer as a target for the particle system rendering, so we could use the power of particle system we already have.
Decided to check out how water is rendered in Counter-Strike 2. Given how interactive water in CS2 is, I expected to see some cellular fluid simulation, but turns out they just use a low-resolution off-screen buffer with flat 2D decals used for various aspects of water. Reminds me of HL2 water :)
The JSON Importer is much more reliable now and works with ShaderToy built-in textures and respects privacy settings (so private shaders stay private). Try it!
How to move to FragCoord. Click Export All Shaders (privacy is respected), then go to your profile and Import Json
Pin your favorite shaders, tutorials or code snippets on your profile. And just for fun, I made it so you can also react to profiles. Leave a reaction on mine maybe?