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Xor

@XorDev40,713 subscribers

Shader Artist. Building https://t.co/kaSRjYH3hX

Shorts

SHOPIFY SPHERE SHADER BREAKDOWN Here is how we rendered 8k 60fps video live on the sphere:

SHOPIFY SPHERE SHADER BREAKDOWN Here is how we rendered 8k 60fps video live on the sphere:

185,214 次观看

for(float i,z,d,f;i++<1e2;o+=vec4(4,6,8.+z,0)/f-min(dFdx(z)*r.y+z,0.)/exp(d*d/.1)){vec3 p=z*(FC.rgb*2.-r.xyy)/r.y,c=p;p.z+=8.;c.z*=3.;for(f=1.;f++<9.;c+=sin(c.yzx*f+z+t*.5)/f);z+=min(f=.1+abs(.2*c.y+abs(p.y+.8)),d=max(length(p)-3.,.9-length(p-vec3(-1,1,3))))/7.;}o=tanh(o/2e3);

for(float i,z,d,f;i++<1e2;o+=vec4(4,6,8.+z,0)/f-min(dFdx(z)*r.y+z,0.)/exp(d*d/.1)){vec3 p=z*(FC.rgb*2.-r.xyy)/r.y,c=p;p.z+=8.;c.z*=3.;for(f=1.;f++<9.;c+=sin(c.yzx*f+z+t*.5)/f);z+=min(f=.1+abs(.2*c.y+abs(p.y+.8)),d=max(length(p)-3.,.9-length(p-vec3(-1,1,3))))/7.;}o=tanh(o/2e3);

166,930 次观看

"Dust" Here's an infinite, mathematically generated space station with volumetric shadows in just 439 characters of code!

"Dust" Here's an infinite, mathematically generated space station with volumetric shadows in just 439 characters of code!

179,491 次观看

Event 2 vec2 p=(FC.xy*2.-r)/r.y/.3,v;for(float i,l,f;i++<9.;o+=.1/abs(l=dot(p,p)-5.-2./v.y)*(cos(i/3.+.1/l+vec4(1,2,3,4))+1.))for(v=p,f=0.;f++<9.;v+=sin(ceil(v.yx*f+i*.3)+r-t/2.)/f);o=max(tanh(o+(o=texture(b,(FC.xy+r.y*.04*sin(FC.xy+FC.yx/.6))/r))*o),.0);

Event 2 vec2 p=(FC.xy*2.-r)/r.y/.3,v;for(float i,l,f;i++<9.;o+=.1/abs(l=dot(p,p)-5.-2./v.y)*(cos(i/3.+.1/l+vec4(1,2,3,4))+1.))for(v=p,f=0.;f++<9.;v+=sin(ceil(v.yx*f+i*.3)+r-t/2.)/f);o=max(tanh(o+(o=texture(b,(FC.xy+r.y*.04*sin(FC.xy+FC.yx/.6))/r))*o),.0);

41,931 次观看

Aliasing vs anti-aliasing. On the left, we simply test if a pixel center (in green) is inside the circle (red). On the right, we check how close the pixel is to the circle edge and blend one pixel width.

Aliasing vs anti-aliasing. On the left, we simply test if a pixel center (in green) is inside the circle (red). On the right, we check how close the pixel is to the circle edge and blend one pixel width.

92,352 次观看

View from my room! Should I write a tech breakdown of the effects?

View from my room! Should I write a tech breakdown of the effects?

47,562 次观看

void mainImage(out vec4 o, vec2 f){float c=cos(iTime),s=sin(iTime),a=iResolution.y,z=-a,i,d;f=2.*f/a-1.;vec3 p;for(o*=i;i++<1e2;o+=(sin(p.x/.2+z/.1+vec4(0,1,2,3))+1.)/d)p=vec3(f.x*c-z*s,f.y,z*c+f*s),a=length(p.xy)-.6,z+=d=.01+.3*abs(sqrt(a*a+p*p).z-.3);o=tanh(o*o/7e6);}

void mainImage(out vec4 o, vec2 f){float c=cos(iTime),s=sin(iTime),a=iResolution.y,z=-a,i,d;f=2.*f/a-1.;vec3 p;for(o*=i;i++<1e2;o+=(sin(p.x/.2+z/.1+vec4(0,1,2,3))+1.)/d)p=vec3(f.x*c-z*s,f.y,z*c+f*s),a=length(p.xy)-.6,z+=d=.01+.3*abs(sqrt(a*a+p*p).z-.3);o=tanh(o*o/7e6);}

65,358 次观看

"Caustics" in 146 chars of #GLSL vec2 p=FC.xy/r.y*2e1+t;for(float i;i++<8.;)p+=sin(p+t/.2+i)*.4,p*=mat2(6,-8,8,6)/9.;o=vec4(tanh(length(fwidth(sin(p*.3)/.1))),texture(b,FC.xy/r));

"Caustics" in 146 chars of #GLSL vec2 p=FC.xy/r.y*2e1+t;for(float i;i++<8.;)p+=sin(p+t/.2+i)*.4,p*=mat2(6,-8,8,6)/9.;o=vec4(tanh(length(fwidth(sin(p*.3)/.1))),texture(b,FC.xy/r));

99,493 次观看

"Runner" vec3 q,p;for(float z,d,i,l;l++<3e1;z+=d,o+=.1*(vec4(4,2,1,0)-tanh(p.y+4.))*d/(1.+z)){p=z*normalize(FC.rgb*2.-r.xyy)-2.;p.xz-=t+3.;for(q=p,d=p.y,i=4e1;i>.01;i*=.2)d=max(d,min(min(q=i*.9-abs(mod(q,i+i)-i),q.y).x,q.z)),q.xz*=rotate2D(9.);}o=tanh(o*o);

"Runner" vec3 q,p;for(float z,d,i,l;l++<3e1;z+=d,o+=.1*(vec4(4,2,1,0)-tanh(p.y+4.))*d/(1.+z)){p=z*normalize(FC.rgb*2.-r.xyy)-2.;p.xz-=t+3.;for(q=p,d=p.y,i=4e1;i>.01;i*=.2)d=max(d,min(min(q=i*.9-abs(mod(q,i+i)-i),q.y).x,q.z)),q.xz*=rotate2D(9.);}o=tanh(o*o);

52,134 次观看

"Waveform" for(float i,d,z,f;i++<9e1;o+=(cos(z*.5+t+vec4(0,2,4,3))+1.3)/d/z){vec3 p=z*normalize(FC.rgb*2.-r.xyy)+1.;f=max(-p.y,0.);p.y+=f+f;for(d=1.;d<3e1;d+=d)p.y+=cos(p*d+2.*t*cos(d)+z).x/d;z+=d=(.1*f+abs(p.y-1.)/(++f*f)+max(d=p.z+3.,-d*.1))/8.;}o=tanh(o/9e2);

"Waveform" for(float i,d,z,f;i++<9e1;o+=(cos(z*.5+t+vec4(0,2,4,3))+1.3)/d/z){vec3 p=z*normalize(FC.rgb*2.-r.xyy)+1.;f=max(-p.y,0.);p.y+=f+f;for(d=1.;d<3e1;d+=d)p.y+=cos(p*d+2.*t*cos(d)+z).x/d;z+=d=(.1*f+abs(p.y-1.)/(++f*f)+max(d=p.z+3.,-d*.1))/8.;}o=tanh(o/9e2);

46,883 次观看

"Storm" in 238 bytes: for(float i,z,d,s;i++<1e2;o+=vec4(.2/d,9,2,1)/d){vec3 p=z*normalize(FC.rgb*2.-r.xyy),a=p;p.z+=7.;s=length(p); for(d=0.;d++<9.;a+=sin(a*d-t).yzx/d); z+=d=length(vec4(sin(s+s-t/.1+a*sin(a.yzx/3.+t))+.9,min(s-=4.,-s/.1)*.4))*.1;} o=tanh(o/8e3);

"Storm" in 238 bytes: for(float i,z,d,s;i++<1e2;o+=vec4(.2/d,9,2,1)/d){vec3 p=z*normalize(FC.rgb*2.-r.xyy),a=p;p.z+=7.;s=length(p); for(d=0.;d++<9.;a+=sin(a*d-t).yzx/d); z+=d=length(vec4(sin(s+s-t/.1+a*sin(a.yzx/3.+t))+.9,min(s-=4.,-s/.1)*.4))*.1;} o=tanh(o/8e3);

29,174 次观看

3D Camera uniforms for easily setup in any raymarching/raytracing shader

3D Camera uniforms for easily setup in any raymarching/raytracing shader

13,068 次观看

"Siri" vec3 p,a;for(float i,z,d,s;z+i++<2e2;o+=max(cos(p.x*.4+vec4(0,2,4,0)),5./s/s)/d/d)p=z*normalize(FC.rgb*2.-r.xyy),p.z+=9.,s=length(p=dot(a=normalize(cos(vec3(0,2,4)-t*.5+s*.3)),p)*a-cross(a,p)),z+=d=min(abs(dot(p,sin(p).yzx))*.2+max(d=s-5.,.1),abs(--d)+.2)*.2;o=tanh(o/3e4);

"Siri" vec3 p,a;for(float i,z,d,s;z+i++<2e2;o+=max(cos(p.x*.4+vec4(0,2,4,0)),5./s/s)/d/d)p=z*normalize(FC.rgb*2.-r.xyy),p.z+=9.,s=length(p=dot(a=normalize(cos(vec3(0,2,4)-t*.5+s*.3)),p)*a-cross(a,p)),z+=d=min(abs(dot(p,sin(p).yzx))*.2+max(d=s-5.,.1),abs(--d)+.2)*.2;o=tanh(o/3e4);

20,194 次观看

Orchard vec3 p,v=normalize(FC.rgb*2.-r.xyx),c=v/v.y;c.z+=.5*t;for(float z,i,b,g,m;i++<5e1;z+=.8*max(b=length((p.y-m)/1e2/(abs(sin(c.xz/.1))-.05/v.y)),min(4.-m,g=length(sin(p.xz)+1.-.1*(1.+sin(p.y-p.zx*.5))*m))-b),o.rgb+=(.7-v)/(g+b))p=z*v+1.,p.z-=t,m=abs(++p.y);o=tanh(o/5e2);

Orchard vec3 p,v=normalize(FC.rgb*2.-r.xyx),c=v/v.y;c.z+=.5*t;for(float z,i,b,g,m;i++<5e1;z+=.8*max(b=length((p.y-m)/1e2/(abs(sin(c.xz/.1))-.05/v.y)),min(4.-m,g=length(sin(p.xz)+1.-.1*(1.+sin(p.y-p.zx*.5))*m))-b),o.rgb+=(.7-v)/(g+b))p=z*v+1.,p.z-=t,m=abs(++p.y);o=tanh(o/5e2);

12,216 次观看

"HOME" vec3 p; for(float i,z,d,l;i++<6e1;o+=(vec4(5,9,2.+d*5e1,0)/l)/z) p=z*normalize(FC.rgb*2.-r.xyy)-cos(.5*t), p.z+=5.,p.xz*=mat2(cos(t+p.y*.4-vec4(0,33,11,0))), d=length(p),z+=d=min(l=length(cos(p/d/.1)+p.y+d),d-.8-exp(-p*p/.1).y)/9.; o=tanh(o*o/7e3);

"HOME" vec3 p; for(float i,z,d,l;i++<6e1;o+=(vec4(5,9,2.+d*5e1,0)/l)/z) p=z*normalize(FC.rgb*2.-r.xyy)-cos(.5*t), p.z+=5.,p.xz*=mat2(cos(t+p.y*.4-vec4(0,33,11,0))), d=length(p),z+=d=min(l=length(cos(p/d/.1)+p.y+d),d-.8-exp(-p*p/.1).y)/9.; o=tanh(o*o/7e3);

18,807 次观看

"Voxel AO" in #GLSL #define M (dot(cos(v.zxy*.1),sin(v*F4))-v.y*.1) vec3 R=normalize(r.x*.51-FC.xyz),d=sign(R),p=vec3(cos(r+t)-2e1,t/.1),v=round(p),l=(v-p+.5*d)/R,i,A,P;for(;i.x<2e2&&M>.3;i++)A=step(P=l,min(l.yzx,l.zxy)),v+=d*A,l+=d/R*A;v=p+dot(P,A)*R;o.rgb=mix(M*A/.4,i/=2e2,i);

"Voxel AO" in #GLSL #define M (dot(cos(v.zxy*.1),sin(v*F4))-v.y*.1) vec3 R=normalize(r.x*.51-FC.xyz),d=sign(R),p=vec3(cos(r+t)-2e1,t/.1),v=round(p),l=(v-p+.5*d)/R,i,A,P;for(;i.x<2e2&&M>.3;i++)A=step(P=l,min(l.yzx,l.zxy)),v+=d*A,l+=d/R*A;v=p+dot(P,A)*R;o.rgb=mix(M*A/.4,i/=2e2,i);

29,259 次观看

"Sauron" for(float i,z,d;i++<6e1;o+=(sin(z*.5+vec4(6,1,2,0))+1.1)/d){vec3 p=z*normalize(FC.rgb*2.-r.xyy);p.z+=6.;p.xy*=mat2(cos(p.z*.4+vec4(0,33,11,0)));for(d=2.;d<15.;d/=.6)p+=cos((p.yzx+t*3.)*d)/d;z+=d=.02+abs(min(length(p.xy)-3.,4.-length(p)))/8.;}o=tanh(o/15e2);

"Sauron" for(float i,z,d;i++<6e1;o+=(sin(z*.5+vec4(6,1,2,0))+1.1)/d){vec3 p=z*normalize(FC.rgb*2.-r.xyy);p.z+=6.;p.xy*=mat2(cos(p.z*.4+vec4(0,33,11,0)));for(d=2.;d<15.;d/=.6)p+=cos((p.yzx+t*3.)*d)/d;z+=d=.02+abs(min(length(p.xy)-3.,4.-length(p)))/8.;}o=tanh(o/15e2);

19,693 次观看

Videos

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I Eat Pixels

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"Rainbow Travel" by noztol

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Portfolio update. New shaders!

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