Loading video...

Video Failed to Load

Go Home

here's me controlling GLSL shader uniforms using my hands. imprecise exploratory inputs — like finding the right parameters when making highly-dimensional generative art — feel like they're better suited to fluid movements.

446,157 views • 2 years ago •via X (Twitter)

10 Comments

MANIKANTA MAHESH REDDY CHINTA's profile picture
MANIKANTA MAHESH REDDY CHINTA2 years ago

How to do this I am interested in learning :) I am a coder Any starters please

harley turan's profile picture
harley turan2 years ago

absolutely! the book of shaders by @patriciogv & @_jenlowe_ is fantastic: for hand tracking, i'm using the amazing mediapipe models, found here: and i've written up the code from this shader shader here:

Matt DesLauriers's profile picture
Matt DesLauriers2 years ago

killing it

harley turan's profile picture
harley turan2 years ago

🙏♥️

eric provencher's profile picture
eric provencher2 years ago

Have you tried making experiments like this in VR? Hand tracking feels limited on a 2D view. The hands package in Unity will be supported by the vision pro, and you can started using it on quest or HoloLens right now.

harley turan's profile picture
harley turan2 years ago

i've actually not done much in VR (besides a few hours spent with the vision pro). your work is a huge inspiration though, and would love to do more! there is something interesting about browser-based 2D vision approaches though — incredibly approachable, and very easy to grok.

oogabooga.inc 🫡 $3.7vps club member's profile picture
oogabooga.inc 🫡 $3.7vps club member2 years ago

i came across your account and website yesterday, totally blown w your experiments!loving it 💫

Dani Grant's profile picture
Dani Grant2 years ago

SO cool!

seda's profile picture
seda2 years ago

Hey, harley! I was trying to do something very similar to your audio-reactive shaders for a personal project. Do you have any reference thar can help me build something like that?

harley turan's profile picture
harley turan2 years ago

hey caio! that's great — i'd actually love to write more about audio-reactive work. for me, playing around with WebAudio helped a lot ( my work used WebAudio to bin frequencies and then send values to a shader as uniforms.

Related Videos