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Posts by danil

Video

Got nerdsniped by someone on another site and decided to make a cool planet shader. Here's the result 🥰

Just a bunch of noises + atmospheric scattering really.

#creativecoding

4 months ago 71 3 3 0
Preview
Speed of light in Ring — move around with speed of light Idea — move around a large ring-like structure with the speed of light. Watch — Speed of light in the Ring Youtube 360 video.

new blog
arugl.medium.com/speed-of-lig...

4 months ago 1 0 0 0
Preview
Speed of light in Ring (demo) by Danil Speed of light in Ring - visual distortion from relativistic speed.

reelase 200kb exe demo
Speed of light in Ring
danilw.itch.io/speed-of-lig...

4 months ago 1 0 0 0
Video

Nether
for(float i,z,d;i++<6e1;o+=vec4(19,z,1,1)/d/d){vec3 p=z*normalize(FC.rgb*2.-r.xyy);p.z-=t;p=round(p/.1)*.1;
for(d=0.;d++<9.;p+=.2*cos(p*d+z).zzx);z+=d=abs(abs(p.y)-3.)/20.;}
o=tanh(o/7e5);

4 months ago 57 7 0 0
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Made ring sturucture demo www.shadertoy.com/view/wc3yz7 using your errosion shader.
Thanks for sharing original code!

5 months ago 15 3 0 0
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speed of light in ring demos:
www.shadertoy.com/view/wc3yz7
www.shadertoy.com/view/w3SfWm

#shadertoy #ringworld #speedoflight

5 months ago 2 0 0 0
Video

Whirl
for(float i,z,d,h;i++<8e1;o+=vec4(9,5,h+t,1)/d)
{vec3 p=z*normalize(FC.rgb*2.-r.xyy),a;p.z+=9.;a=mix(dot(a+=.5,p)*a,p,sin(h=dot(p,p/p)-t))+cos(h)*cross(a,p);
for(d=0.;d++<9.;a+=.3*sin(a*d).zxy);z+=d=length(a.xz)/15.;}
o=tanh(o/1e4);

5 months ago 154 25 1 0
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Hash Noise stability in GPU Shaders - arugl.medium.com/hash-noise-i...

iq new shader - www.shadertoy.com/view/3XlfWH
has exact behavior I describerd in my blog - broken fract hash

#shadertoy #shaders #hash

5 months ago 3 0 0 0

I used dvd first time only around 2010 - so for me it not like that

5 months ago 2 0 1 0
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we back to the Starship Troopers timeline

5 months ago 0 0 0 0
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Halo co-creator says ICE’s Halo-themed recruitment ad “makes me sick” Another Halo maker says ad "ought to offend every Halo fan, regardless of political orientation." ALSO: A developer whose game just launched on Xbox slams Microsoft’s silence

NEW: I spoke to original Halo devs about that ICE Halo post

One: "abhorrent”

Another: "Using Halo imagery in a call to ‘destroy’ people because of their immigration status goes way too far, and ought to offend every Halo fan, regardless of political orientation”

www.gamefile.news/p/halo-ice-d...

5 months ago 3268 1147 56 61
Preview
Fundamental Vulkan Samples rework Fundamental Vulkan Samples rework (Sync, command buffers and more) Some history It’s been almost ten years since I started working on my open source C++ Vulkan samples. Never would I have imagined wha...

When I started work on my @vulkan.org #Vulkan C++ samples almost 10 years ago I made some non-optimal decisions esp. around sync and command buffer recording. Finally fixed those and did a write-up with a small retrospective at www.saschawillems.de/blog/2025/08...

8 months ago 37 12 2 0
Preview
Functions: Mix An overview of the mix function, how it works and some unusual uses

NEW Functions: Mix
An overview of the mix function, how it works, and some unusual uses (contrast, radial blurs, UV coordinates, and more)
mini.gmshaders.com/p/func-mix

7 months ago 25 3 1 0
computer rendered graphics - wireframe colored

computer rendered graphics - wireframe colored

pathtracing is very nice
www.shadertoy.com/view/3XV3Rt

9 months ago 25 2 1 0
computer rendered graphics - curves colored

computer rendered graphics - curves colored

pathtracing is nice
www.shadertoy.com/view/tXy3zt

9 months ago 3 0 0 0
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New simple shader:
Rotation - just use lookAt

To point on how useful and simple is lookAt
www.shadertoy.com/view/tfVXzz

#shaders #shadertoy

10 months ago 1 0 0 0
image of melted houses

image of melted houses

image of melted houses

image of melted houses

image of melted houses

image of melted houses

New shader:
Street of houses in summer - www.shadertoy.com/view/4cVfWt
#shadertoy

10 months ago 2 0 0 0
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Reminder to use gamma correction in your Gaussian blurs for that rich bokeh effect.

Inside the blur loop:
blur_sum += pow(tex_rgb, GAMMA);

And encode for the final color:
gl_FragColor.rgb = pow(blur_sum / blur_num, 1.0/GAMMA);

10 months ago 34 3 2 0
Painting with Math | Inigo Quilez
Painting with Math | Inigo Quilez YouTube video by Wookash Podcast

I recorded an interview at the Wookash Podcast. I talk about graphics programing, low level coding, math, product development, demoscene, SDFs, VR, Shadertoy, and other things.

www.youtube.com/watch?v=F1ax...

11 months ago 81 12 3 0
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My new Shadertoy Pathtracing scenes - all in playlist - www.shadertoy.com/playlist/cX3...

#shadertoy #shaders

1 year ago 2 1 0 0
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Did some clean up this morning with a nice cup of coffee ☕
#shader #glsl #voronoi #webgl #genart

www.shadertoy.com/view/t32GRd

1 year ago 12 2 1 0
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Stop sharing the Ghibli AI slop, what is wrong with you:

aftermath.site/studio-ghibli-...

1 year ago 6813 2027 27 97

ATTENTION INDIEDEVS
Show off your art style

1 year ago 237 35 5 15

>Moore's law

in 2000 by its prediction - linear 2x:

- in 2025 we would have hardware that is just ~100x faster by performance than in 2000
- in 2025 modern hardware is million times faster than in 2000

1 year ago 0 0 0 0
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Nvidia 1030 - is renamed 750 from ~2015 - and both support Vulkan 1.3 wit latest drivers - and can play many-online mutiplayer/f2p games (for modern AAA vram is obvious limitation)

After 2015 - every gpu already 32-bit floats with 32-bit framebuffers - that enough for most of 2015-level graphics.

1 year ago 1 0 0 0
Video

The tech and graphical advancements in Assassin's Creed Shadows are mighty impressive: Micropolygon geometry, fluid wind simulations, ray traced global illumination and so much more. How do they all work and compare to AC games of the past? Find out in my video below!
youtu.be/nhFkw5CqMN0

1 year ago 274 21 18 2
Video

Fire in 272 chars of #GLSL

vec2 p=(FC.xy*2.-r)/r.y,R;p*=1.-vec2(.5*p.y,.5/(1.+p*p));p.y-=t;float F=11.,N,d;for(R.x=F;F<50.;F*=1.2)p+=.4*sin(F*dot(p,sin(++R))+6.*t)*cos(R)/F;N=snoise2D(p*4.);d=length(p+vec2(0,t+.5))/.3-++N;N+=snoise2D(p*8.);o=tanh(++N/(.5-.1*N+max(d/.1,-d)*abs(d)/.3)/vec4(1,3,9,1));

1 year ago 40 1 1 0
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NEW GM Shaders: Turbulence!
mini.gmshaders.com/p/turbulence
Creating turbulent, fluid motion for liquids, smoke, steam, and fire effects!

1 year ago 18 3 0 0

P.S. I just remembered - I saw(randomly) very weird Vulkan errors also from 1050-nvidia users - and there were "bad drivers" reason to it.

1 year ago 1 0 0 0

if it Windows - maybe drivers from Windows update center not from Nvidia website - those drivers do not support OpenGL/Vulkan - update drivers from Nvidia website is first.

Official Godot builds should work on "anything" - so I do not see other reason than hardware problem or drivers.

1 year ago 0 0 2 0