(y | ((y % x) - x) ) %17
#mathsky
(y | ((y % x) - x) ) %17
#mathsky
He's home! Now he needs more rest. Thanks for all the prayers!
Yes, but still deciding on the best approach. I don't want to complicate things
FragCoord: Building my ultimate shader editor
mini.gmshaders.com/p/fragcoord
Here's a quick intro to FragCoord, what it can do and how to use it! Hope it helps!
He's out of surgery. The doctor said it went well and that he had a lot of pressure and swelling. He still has strong nausea, and we'll see how recovery goes
Update: Still intensely nauseous, but slightly better than yesterday. I am doing some writing next to him in the hospital
Thanks xot!
It's a decompression surgery for Chiari Malformation. His brain is too big for his skull and is compressing his spinal cord. He has an excellent doctor, and it's a relatively safe procedure, but there are always risks involved, and we're not sure how it will interfere with his vertigo issues
My brother (who had vertigo issues last year) is having a minor brain surgery now. If you're the praying type, please pray
Hologlobe
fragcoord.xyz/s/g2jgpgou
Global
It's beautiful underground!
3D Camera uniforms for easily setup in any raymarching/raytracing shader
But it's awesome
If you ever wonder why it takes me so long to finish the game, it's because I keep adding details like these.
#gamedev #pixelart
Works automatically on FragCoord or Twigl
fragcoord.xyz/s/d3fzc6rt
Diamonds
vec3 q,p,v=FC.rgb*2.-r.xyy;p.z+=2.;for(float d,i,l,z;l++<1e2;l>5e1?v/=v,z+=d+=.001,o*=exp(d/z*.4-.1):o+=.1*exp(-d*1e2),p+=v/length(v)*d)for(i=d=9.;i-->1.;)q=p,q.xz*=mat2(cos(t-.2*i+vec4(0,11,33,0))),d=min(d,.4*length(vec2((q=abs(q)).z,q+q.y-i*.2))-.01);
Inspired by TatsuyaBot x.com/TatsuyaBot/s...
FragCoord demo:
fragcoord.xyz/s/cozqh7q8
Cubism
vec3 q,p,v=FC.rgb*2.-r.xyx;p.z+=5.;for(float d,i,l,z;l++<1e2;l>5e1?v/=v,z+=d+=.001,o*=exp(d/z*.4-.1):o+=exp(-d)/2e1,p+=v/length(v)*d)for(i=d=9.;i-->1.;)d=min(d,.5*length(max(q=abs(dot(q=normalize(cos(i*.2+t+vec3(0,2,4))),p)*q+cross(q,p)),q.yzx)-.2*i)-.03);
Nice one!
The tuner used to recompile every time you change something with a slider, but that doesn't work well for large shaders.
Not it substitutes in a temp uniform, so it only recompiles once when selecting and makes it easier to tune in realtime
Recursion allows multiple passes with the same shader. Click the gear by the buffer to add more passes or edit resolution settings
I made a recursive blur demo:
fragcoord.xyz/s/rx2boqrh
On the library page, you can go to community and share code snippets for others there. Add or remove any functions you like with your own snippet collection
FragCoord v0.8 - Circulation!
-You can now customize your code library and share functions with others.
-Added recursion for multipass effects. You can iterate the same shader up to 20 times, useful with blurs, RC, fluid sims and more.
-32-bit float buffers are in!
Consider supporting development here! Thanks
ko-fi.com/xor
See Fabrice's example for how floating point textures can be used in practice
fragcoord.xyz/s/mwwxg0ve
The editor saves the shader you are viewing while you navigate different pages, but you can also close it with this "x" now
In the comment section you can reference specific lines and offer suggested changes. These can be applied and reversed with a button.
Reply to specific users to make sure they get notified (otherwise it only pings the shader author)
The new settings page gives you finer control over your editor