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Xor

@XorDev39,831 subscribers

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

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:

183,858 просмотров

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 просмотров

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);

41,412 просмотров

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?

47,520 просмотров

"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 просмотров

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 просмотров

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);}

64,330 просмотров

for(float i,z,d,s;i++<1e2;){vec3 p=z*normalize(FC.rgb*2.-r.xyy);p.yz*=rotate2D(.2);for(d=5.;d<2e2;d+=d)p+=.5*sin(p.yzx*d-t*PI/10.)/d;z+=d=.5*(.01+.5*max(s=.3-abs(p.y),-s*.1));o+=(cos(s/.07+p.x+t*PI/10.-vec4(0,1,2,3)-3.)+1.5)*exp(s*9.)/d;}o=tanh(o*o/4e8);

for(float i,z,d,s;i++<1e2;){vec3 p=z*normalize(FC.rgb*2.-r.xyy);p.yz*=rotate2D(.2);for(d=5.;d<2e2;d+=d)p+=.5*sin(p.yzx*d-t*PI/10.)/d;z+=d=.5*(.01+.5*max(s=.3-abs(p.y),-s*.1));o+=(cos(s/.07+p.x+t*PI/10.-vec4(0,1,2,3)-3.)+1.5)*exp(s*9.)/d;}o=tanh(o*o/4e8);

68,134 просмотров

"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 просмотров

"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 просмотров

"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));

68,760 просмотров

"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);

29,096 просмотров

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

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

13,053 просмотров

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 просмотров

"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);

19,997 просмотров

Observer vec2 p=(FC.xy*2.-r)/r.y/.2,v;for(float i,l,f;i++<1e1;o+=.03/max(l=length(v)-i,-l*3.)*(cos(t-i*.4+.1/l+vec4(0,1,2,3))+1.1))for(v=p,f=0.;f++<9.;v+=sin(ceil(v*f+i*.9)-t/2.)/f);o=max(tanh(o+(o=texture(b,(FC.xy+r.y*.05*sin(FC.xy+FC.yx/.6))/r))*o),.0);

Observer vec2 p=(FC.xy*2.-r)/r.y/.2,v;for(float i,l,f;i++<1e1;o+=.03/max(l=length(v)-i,-l*3.)*(cos(t-i*.4+.1/l+vec4(0,1,2,3))+1.1))for(v=p,f=0.;f++<9.;v+=sin(ceil(v*f+i*.9)-t/2.)/f);o=max(tanh(o+(o=texture(b,(FC.xy+r.y*.05*sin(FC.xy+FC.yx/.6))/r))*o),.0);

10,558 просмотров

"Heavenly 2" for(float i,z,d;i++<1e2;o+=(cos(z+t+vec4(0,1,2,3))+1.1)/d){vec3 p=z*normalize(FC.rgb*2.-r.xyy);p.z-=t;for(d=1.;d<9.;d/=.7)p+=cos(p.yzx*d+z*.2-t*.1)/d;z+=d=.02+.1*abs(p.y+1.);}o=tanh(o/2e3);

"Heavenly 2" for(float i,z,d;i++<1e2;o+=(cos(z+t+vec4(0,1,2,3))+1.1)/d){vec3 p=z*normalize(FC.rgb*2.-r.xyy);p.z-=t;for(d=1.;d<9.;d/=.7)p+=cos(p.yzx*d+z*.2-t*.1)/d;z+=d=.02+.1*abs(p.y+1.);}o=tanh(o/2e3);

23,107 просмотров

"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 просмотров

Cleanse vec2 p=(FC.xy*2.-r)/r.y/.3;for(float f;f++<1e2;p+=.02*sin(p.yx+.5*t))o+=(cos(f/27.+vec4(0,1,3,0))+1.1)/length(sin(p*sin(r+f)/.7));o=tanh(o*o/4e4);

Cleanse vec2 p=(FC.xy*2.-r)/r.y/.3;for(float f;f++<1e2;p+=.02*sin(p.yx+.5*t))o+=(cos(f/27.+vec4(0,1,3,0))+1.1)/length(sin(p*sin(r+f)/.7));o=tanh(o*o/4e4);

10,899 просмотров

"Facility" vec3 p,q;for(float z,d,i,l;l++<3e1;z+=d,o+=.1*pow(d*d*exp(p.yyyy),vec4(.7,.6,.5,1))){p=z*normalize(FC.rgb*2.-r.xyy);p.z-=t;for(q=++p,d=-9.,i=4.;i>.01;i*=.3)d=max(d,min(min(q=i*.7-abs(mod(q+i,i+i)-i),q.y).x,q.z))/(1.+z/3e1),q.zy*=rotate2D(2.);}o=tanh(o*o);

"Facility" vec3 p,q;for(float z,d,i,l;l++<3e1;z+=d,o+=.1*pow(d*d*exp(p.yyyy),vec4(.7,.6,.5,1))){p=z*normalize(FC.rgb*2.-r.xyy);p.z-=t;for(q=++p,d=-9.,i=4.;i>.01;i*=.3)d=max(d,min(min(q=i*.7-abs(mod(q+i,i+i)-i),q.y).x,q.z))/(1.+z/3e1),q.zy*=rotate2D(2.);}o=tanh(o*o);

17,855 просмотров

Videos

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Introducing FragCoord: My ultimate shader editing tool!

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"Rainbow Travel" by noztol

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Erosion demo based on Rune Skovbo Johansen →🦋🐘's work

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Traffic: An unused shader concept for a client

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Portfolio update. New shaders!

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