Thanks! My brother is doing much better, thank you for asking
Posts by Xor
First HLSL shader on FragCoord
Putting shader titles over the mini displays now. It's more compact and emphasizes the title like it's part of the art
Power grid, made using #glsl shaders
FragCoord v1.0!
-Write shaders in WGSL, Slang or even HLSL (experimental)
-Build shader sets. Curate collections for teaching, organizing and learning.
-Invited creators can now co-edit shaders
-And much more!
Redesigning the discussion system with a dedicated tab, comment reactions and better code referencing.
Create your own shader sets for better organization!
Redesigned the trend page to highlight creators more! Makes it easy to follow them and you can scroll through previous days too
You can now translate shaders mid-development and it converts the code and updates the syntax highlighting
FragCoord v1.0!
-Write shaders in WGSL, Slang or even HLSL (experimental)
-Build shader sets. Curate collections for teaching, organizing and learning.
-Invited creators can now co-edit shaders
-And much more!
FragCoord v1.0 tomorrow. Focusing on collaboration tools and UI
I'd be happy to help if you have any questions or suggestions! Still very WIP
Just to clarify, I didn't port this myself. I saw it on FragCoord and thought it was nice to share, but did not see if any changes were made from the ShaderToy original (I only checked that you were credited).
Ah, @xordev.com ported my erosion filter to Shadertoy alternative fragcoord.xyz, where all the parameters can be conveniently tweaked with sliders instead of having to edit code values and recompile.
Noted!
This is a port of this ShaderToy demo:
www.shadertoy.com/view/wXcfWn
Erosion demo based on @runevision.bsky.social's work
fragcoord.xyz/s/avexf6ni
Wanted to contribute smth to @xordev.com FragCoord bc it's really neat (even when I crashed my browser by forgetting to turn off auto compile before working on loops) so I made this quick little thing.
fragcoord.xyz/s/s8qfmtp2
All snippets are free to use with the included attribution. The shader license depends on the shader, but you can search by license (Assume cc-by-nc-sa-4.0 if not specified).
fragcoord.xyz/s/gciund74
Strands: Unused concept for a client
fragcoord.xyz/s/gahdd9hk
fragcoord.xyz/s/gx28o99o
If you are interested in learning shader development, this tool helps a ton! Being able to see the individual pieces is a game changer. Thank you @xordev.com
Also crossed over 700 members!
Approaching 1000 public shaders on FragCoord!
Playing with symmetry in 398 chars #glsl
for(O*=e,o=abs(o)*.7+cos(s*.5+3.)/6.;e<9.;O+=pow(.03/abs(sin(-sin(2.+length(o+vec2(cos(e*a-s*.5),sin(e*a-s*.5)))-length(o*.4))*7.+s)-smoothstep(0.,.6,c-.8)*1.5)/smoothstep(0.,.06,abs(c-1.3)),1.05)*(1.+cos(e++*.4+(c-s)*4.+vec4(0,1,2,0))));
I briefly attempted this in 3D. I'd love to see what you come up with
The book of shaders is great for all things shaders:
thebookofshaders.com
gmshaders.com for specialized tricks and techniques
It's good to see such a variety of creators on FragCoord already!