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ompuco

@ompu.co

Sam Blye | he/they | 30 | pan | freelance game developer & tech artist | illustrator | shader ram/sergal/alien/demon | ฮ˜ฮ” | trapped in hell | chicago | icon by @horrorhippies.bsky.social | ๐Ÿ”žโ†’ @gij.ink find.ompu.co

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15.07.2023
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Latest posts by ompuco @ompu.co

Unfortunately, I'm still in an obscenely tight position & am still trying to pay off January's rent (and haven't even been able to start on February or March).

My landlord is understandably running out of patience, and work's still been alarmingly dry.

Any help would mean the world right now.

06.03.2026 00:15 ๐Ÿ‘ 48 ๐Ÿ” 114 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 1
graphic design shitpost: Stick figure of human leg with the knee labeled "monetizable knee"; stick figure of digitigrade leg, with the knee labeled "uncouth zoophile knee"; text: Ankle unrelated, "we are very smart" - payment processors.

Separate graphic on other half - illustration of a doggy, text:
Woof woof! I am a representational, animal-shaped character! A hot one, some might say. People are often attracted to me, which make sense - I am depicted with human-like behaviors, and am often drawn as a
representation of idealized or exaggerated human experiences. 
I'm not just a talking dog - I can be a representation of the artist's aspiration to be more playful, more confident - or of something they already love about themselves.
Animal-shaped characters have been a part of human expression as long as we have made art - and that tradition will outlive the powers which seek to control and divide us today. Er, grr bark, I mean.

graphic design shitpost: Stick figure of human leg with the knee labeled "monetizable knee"; stick figure of digitigrade leg, with the knee labeled "uncouth zoophile knee"; text: Ankle unrelated, "we are very smart" - payment processors. Separate graphic on other half - illustration of a doggy, text: Woof woof! I am a representational, animal-shaped character! A hot one, some might say. People are often attracted to me, which make sense - I am depicted with human-like behaviors, and am often drawn as a representation of idealized or exaggerated human experiences. I'm not just a talking dog - I can be a representation of the artist's aspiration to be more playful, more confident - or of something they already love about themselves. Animal-shaped characters have been a part of human expression as long as we have made art - and that tradition will outlive the powers which seek to control and divide us today. Er, grr bark, I mean.

Re: SubscribeStar banning sexual content with characters that don't have "human-like knee orientation" fsjdkldbh

Tried to shitpost and got carried away lol
subscribestar.adult/prohibited_c...

11.03.2026 03:17 ๐Ÿ‘ 5671 ๐Ÿ” 1900 ๐Ÿ’ฌ 9 ๐Ÿ“Œ 1
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An infestation of replicating frens
(Dip is @ompu.co )

10.03.2026 23:30 ๐Ÿ‘ 294 ๐Ÿ” 63 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 0
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oh my god fuck OFF

17.11.2024 08:57 ๐Ÿ‘ 979 ๐Ÿ” 343 ๐Ÿ’ฌ 20 ๐Ÿ“Œ 4
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10.03.2026 15:38 ๐Ÿ‘ 50 ๐Ÿ” 4 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

I could handle that as an edge case and fall back to no discarding of pixels if the difference is impossibly off, but I'd rather figure out how to calculate the line for it correctly if possible.

08.03.2026 16:28 ๐Ÿ‘ 5 ๐Ÿ” 0 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 0

There is still an issue where lines that have one vertex behind the camera's plane cease to render (the line test value describes it being far from where the actual geometry is and it discards the whole line as if it were rendering too far from the intended line).

08.03.2026 16:28 ๐Ÿ‘ 5 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

YEAH!! It bugged me so much for far too long but I've finally vanquished it ;;w;;

08.03.2026 04:12 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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A fun thing about this being a geometry shader: it'll still work even if you put it on a normal triangle-based mesh (albeit with only 1 line drawn per triangle instead of 3)

08.03.2026 04:02 ๐Ÿ‘ 8 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Wrote & published a short shader for achieving better pixel-perfect line rasterization for MeshTopology.Lines meshes in Unity.

gist.github.com/ompuco/82fd6...

08.03.2026 03:57 ๐Ÿ‘ 39 ๐Ÿ” 7 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 0
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A shader for better pixel-perfect line mesh rasterization in Unity, since the default behavior on most graphics platforms make for some real garbage lines, especially if you wanted to use it for a pro... A shader for better pixel-perfect line mesh rasterization in Unity, since the default behavior on most graphics platforms make for some real garbage lines, especially if you wanted to use it for a ...

Okay, rewrote it as simple as I could get it so it should be easy to integrate into your project or shader.

(This does use a geometry shader, so for custom shaders you may need to link up all your vertex streams between the vertex, geometry, and fragment structs)

gist.github.com/ompuco/82fd6...

08.03.2026 03:45 ๐Ÿ‘ 11 ๐Ÿ” 1 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 0
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Now I can show just how FUCKED the old line rasterization looks, entirely in the same render.

08.03.2026 03:11 ๐Ÿ‘ 29 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

(right now I have it as an overly elaborate geometry shader so I can sample both coordinates for each vertex pair & write both to both streams without having to bake in extra vertex data into the mesh beforehand)

08.03.2026 03:08 ๐Ÿ‘ 10 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

I'm thrilled to be seeing more games utilize mesh geometry for pixel-perfect visuals, though I've seen a lot of those projects marred by DX11's shitty default line rasterization behavior.

Hopefully I can simplify the way I do this so it's easy to integrate & maybe release it as a public shader.

08.03.2026 03:08 ๐Ÿ‘ 8 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

I cannot believe how long this took me to finally get & it's so stupidly simple... I had all the pieces but I am just a bit thick. ;;w;;

Well, I guess I can use other graphics platforms for my projects now without feeling like I'm giving up on my artistic vision for perfectly rasterized lines lmfao

08.03.2026 03:03 ๐Ÿ‘ 10 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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Huh, so I may have finally found a trick for good line rasterization outside of OpenGL Core.

Vertex shader stores the coordinates for each pair of verts, then in fragment I test them with a Bresenham line function, discarding pixels outside the line (& use conservative rasterization to avoid gaps).

08.03.2026 03:00 ๐Ÿ‘ 115 ๐Ÿ” 18 ๐Ÿ’ฌ 3 ๐Ÿ“Œ 0
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ompuco.itch.io/truss

12.09.2024 00:33 ๐Ÿ‘ 467 ๐Ÿ” 149 ๐Ÿ’ฌ 4 ๐Ÿ“Œ 7
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07.03.2026 12:52 ๐Ÿ‘ 84 ๐Ÿ” 9 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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07.03.2026 14:25 ๐Ÿ‘ 127 ๐Ÿ” 19 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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07.03.2026 14:25 ๐Ÿ‘ 127 ๐Ÿ” 19 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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07.03.2026 12:52 ๐Ÿ‘ 84 ๐Ÿ” 9 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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needing critter vibes rn, they've gone dangerously low

24.02.2026 01:56 ๐Ÿ‘ 154 ๐Ÿ” 27 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

www.shadertoy.com/view/7ffGD7

07.03.2026 09:11 ๐Ÿ‘ 4 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
Watch chrome_2026-03-07_02-56-06.mp4 | Streamable Watch "chrome_2026-03-07_02-56-06.mp4" on Streamable.

lmao forgot bsky would cut half the framerate

here it is at 60 reacting to the music properly
streamable.com/5rj8im

07.03.2026 09:04 ๐Ÿ‘ 6 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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okay yeah this fucks

07.03.2026 09:03 ๐Ÿ‘ 11 ๐Ÿ” 2 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

www.shadertoy.com/view/scfGD7

07.03.2026 08:30 ๐Ÿ‘ 7 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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what if i got zhat zhing ya zent me

01.03.2026 09:32 ๐Ÿ‘ 105 ๐Ÿ” 19 ๐Ÿ’ฌ 5 ๐Ÿ“Œ 0
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started writing a silly little web tool to turn binary bitmaps into integers representing 5x5 chunks, entirely so i can infect shadertoy with more of my rancid vibes

07.03.2026 08:24 ๐Ÿ‘ 31 ๐Ÿ” 2 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

i keep thinking i should draw my sonas napping because of how tired i am but i'd need to stop being tired to do that

07.03.2026 05:02 ๐Ÿ‘ 14 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

been insanely lethargic these last few days, sorry if i haven't been responding to any messages!!

07.03.2026 05:02 ๐Ÿ‘ 14 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0