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Xor

@XorDev • 41,346 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:

185,381 views

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 views

Fever f z,d @(70) { f3 p = z * nor(2*C.rgb - R.xyy) p.xy *= mat2(cos(z*.5+f4(,33,11,))) p.z-=T; d=2; @(5) d+=d, p += sin(p.yzx*d+z) / d z += min(abs(cos(p.y)),d=len(1/tan(p.xz)))/4; O += f4(1.1+sin(p),)/d } O = tanh(O / 2e2)

Fever f z,d @(70) { f3 p = z * nor(2*C.rgb - R.xyy) p.xy *= mat2(cos(z*.5+f4(,33,11,))) p.z-=T; d=2; @(5) d+=d, p += sin(p.yzx*d+z) / d z += min(abs(cos(p.y)),d=len(1/tan(p.xz)))/4; O += f4(1.1+sin(p),)/d } O = tanh(O / 2e2)

23,553 views

"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!

179,630 views

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.

92,465 views

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 views

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 views

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?

47,622 views

"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));

101,129 views

"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 views

"Shooting Stars" in 164 chars #つぶやきGLSL vec2 p,b=vec2(0,.2);for(float i=.9;i++<20.;)o+=1e-3/length(clamp(p=rotate2D(i)*(fract((FC.xy/r.y*i*.2+t*b)*rotate2D(i))-.5),-b,b)-p)*(cos(p.y/.1+vec4(0,1,2,3))+1.); Demo:

"Shooting Stars" in 164 chars #つぶやきGLSL vec2 p,b=vec2(0,.2);for(float i=.9;i++<20.;)o+=1e-3/length(clamp(p=rotate2D(i)*(fract((FC.xy/r.y*i*.2+t*b)*rotate2D(i))-.5),-b,b)-p)*(cos(p.y/.1+vec4(0,1,2,3))+1.); Demo:

75,347 views

"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);

29,186 views

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

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

13,068 views

"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 views

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 views

"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 views

Videos

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New Portfolio

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10,564 views • 7 days ago

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I Eat Pixels

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39,971 views • 3 months ago

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"Rainbow Travel" by noztol

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