danil

danil

@morimea.bsky.social

VFX-computer graphic and programming stuff. To share/find interesting stuff. https://www.shadertoy.com/user/morimea - Shadertoy https://github.com/danilw - blog posts there

36 followers39 following29 posts

danil reposted

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

danil reposted

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);

danil reposted

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);

danil reposted

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...

gamefile.newsHalo 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

danil reposted

danil reposted

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);

danil reposted

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

danil reposted

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));

danil reposted

vec2 p=(FC.xy*2.-r)/r.y,a;for(float i;i++<20.;i,o+=(cos(sin(i*.2+t)*vec4(0,4,3,1))+2.)/(i/1e3+abs(length(a-.5*min(a+a.yx,.1))-.05)))a=(fract(t*.2+p*.3*i*rotate2D(cos(t*.2+i*.2)))-.5),a=vec2(a.y,abs(a));o=tanh(o*o/2e5);

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