#video. He says he “evaluates the [#SDF] function once for all points on a [sparse] grid once, and then reuse those cached values when rendering” to get fast enough #performance for fully dynamic #videogames, using bilinear interpolation between the SDF at lattice points to approximate the SDF at intermediate positions. This produces the usual chamfered corner artifacts you see in SDF fonts, as he points out. He uses “brick maps” to reduce storage and, for #LoD, “geometry clipmaps” and the #Jolt-physics engine. However, it seems like he’s having trouble with objects “melting” onto his terrain. #toread #graphics #shaders
on 02026-01-12The #RVC #RISC-V emulator for #HLSL #shaders
on 02025-07-30"RVC" is a #RISC-V (rv32ima/su+Zifencei+Zicsr, Linux-capable) emulator on the GPU in an #HLSL pixel shader for #VRChat #shaders
on 02025-07-30#shaders for the Picom compositing manager or #X-Windows to turn a window grayscale
on 02024-11-21a pretty three.js shader making firework #graphics #shaders #JS
on 02024-11-13#video of #shaders for simulating fire #graphics in #Godot with noise and a fire texture made in Krita, sampled twice and multiplied, then mapped through a fire colormap
on 02024-05-26super-simplified #video walkthrough of setting up water in #Godot with #shaders
on 02024-05-21#video about Eulerian fluid #simulation with #shaders by "RL Hugh" who seems to be #CodingAdventure (Sebastian Lague) in some sense
on 02024-05-21#video on making #shaders in #Godot for fake water #graphics or fire, etc. He maps a sum of two noise textures (fed in as uniform sampler2Ds) to the water depth, uses that as a displacement to sample from another texture, then smoothsteps the depth to get some white highlights on the waves.
on 02024-05-20#graphics in #games look cool when your #shaders posterize the V channel of HSV, or all three. #video
on 02024-05-19Curl noise #3D #graphics #shaders
on 02024-01-12another way to write #shaders in #Rust by the #rlsl authors at Embark. Dual-licensed X11 and Apache2. The ambition seems to be to support all of Rust on the GPU via #SPIR-V.
on 02021-11-02"rlsl" is a Rust-subset language for #shaders, deprecated in favor of rust-gpu. “Shader code can run on the CPU because rlsl is a subset of #Rust.”
on 02021-11-02#Conal talks about writing #shaders in #Haskell
on 02020-01-08on GL compute #shaders and their relative advantages and disadvantages compared to fragment shaders (and vertex shaders? not sure) #graphics
on 02018-10-13photorealistic pathtracing #rendering in #Shadertoy #WebGL fragment #shaders using a texture buffer for progressive improvement (?) #graphics
on 02018-10-13dissections of #Shadertoy #WebGL fragment #shaders, including a photorealistic cloud simulation in 10 lines of code and real-time raytracing #rendering #graphics
on 02018-10-13doing liquid simulation using #WebGL fragment #shaders #graphics
on 02018-10-13doing #cellular-automata (the Game of Life in this case) using #WebGL fragment #shaders #graphics
on 02018-10-13using #WebGL #shaders on #Shadertoy to solve the wave equation and thus simulate waves #graphics
on 02018-10-13how to use fragment #shaders with texture buffers from #Shadertoy in #OpenFrameworks #graphics
on 02018-10-13generating a city from noise in #WebGL fragment #shaders #shadertoy #graphics
on 02018-10-13how to use fragment #shaders in #WebGL in three.js #JS #Shadertoy #graphics
on 02018-10-13#rendering to textures in #WebGL #shaders #graphics
on 02018-10-13#rendering to texture buffers in #WebGL #shaders in order to get state #graphics
on 02018-10-13Chris Green’s #pdf #graphics #paper on magnified rendering of line-art textures using #shaders to bilinear-filter a low-resolution "signed distance field" (#SDF) texture and then threshold it (“alpha testing”). Seems like it could be applicable to raster-to-vector conversion (e.g. potrace). (The file is rather heavy for viewing in xpdf; recommend evince or a similar prefetching PDF viewer.)
on 02016-08-03