scdollins, to genart
@scdollins@genart.social avatar
julienbarnoin, to programming
@julienbarnoin@mastodon.gamedev.place avatar

I've been working a lot with for a while now, writing complex code. Overall, I feel like the single improvement that would make the most difference for the language would be support for pass-by-reference instead of copy in/copy out syntax, as suggested here https://github.com/KhronosGroup/GLSL/issues/84

This would make it possible to do a lot of things that are either not possible or ridiculously inefficient to compile, including object oriented programming.

pekkavaa, to GraphicsProgramming
@pekkavaa@mastodon.gamedev.place avatar

A new post: "Shader post-processing in a hurry"

How to improve the perceived image quality by avoiding basic mistakes.

https://30fps.net/pages/post-processing/

kandid, to photography
@kandid@chaos.social avatar

"into the dark"

Made another filter for the smartphone. It is a bit frustrating to take photos with this manipulation because Safari crashes after every shot on my smartphone. OK, it's too much for the device when you push it to the limit.

manipulated

totetmatt, to random French
@totetmatt@mastodon.social avatar

https://www.shadertoy.com/view/XcyGRz Maybe a stream today to explain all of this .

video/mp4

AgateDragon, to GraphicsProgramming
@AgateDragon@mastodon.gamedev.place avatar
julienbarnoin, to GraphicsProgramming
@julienbarnoin@mastodon.gamedev.place avatar

I know SPIR-V is not meant for human readability and all that, but damn. Is there not any way that the variables were named anything closer to useful than %13525? I understand that it's not a one-to-one match with my glsl variables, but like... This feels like it's actively trying to obfuscate the code 🥲

Maybe there's some glslang option I don't know about that tries to make them a bit clearer?

pablolarah, to webdev
@pablolarah@mastodon.social avatar
AgateDragon, to GraphicsProgramming
@AgateDragon@mastodon.gamedev.place avatar

Learn how to change the look of the halftone pattern shader with different blend modes. View the Shadertoy demo to see it in action, and change the options.

http://agatedragon.blog/2024/04/01/halftone-shader-part-2/
#Shader #Shaders #Shadertoy #GLSL #artwork #coding #creativity #education #gamedevelopment #gamedev #halftone #pattern #programming #tutorial #videogames

julienbarnoin, to gamedev
@julienbarnoin@mastodon.gamedev.place avatar

Somehow I was under the impression that the const keyword for function parameters in was mostly there for the benefit of programmers, so we'd get an error if we try to modify something we're not supposed to, but that the compiler would figure out if it does get modified or not on its own.

I was wrong. I have a case where just adding the const keyword to one parameter makes a shader twice as fast - from 750µs to 300µs.
Totally unexpected for me, am I the only one?

julienbarnoin,
@julienbarnoin@mastodon.gamedev.place avatar

Now this is also making me doubt another frequent assumption I make. has an "in" specifier for function parameters too, and I'm basically ignoring it most of the time because it seems to me that it's the same as not specifying anything if the parameter is not an inout. But does specifying "in" actually change anything to compilers compared to not specifying anything?

@gfxstrand do you know?

kandid, to photography
@kandid@chaos.social avatar

This was a tea towel. I folded it by loading a shader onto the smartphone.

manipulated

kandid, to random
@kandid@chaos.social avatar

In the mathematical sense, this is is not a kaleidoscope but a conformal mapping. What they have in common with a kaleidoscope are the distortions that lead to symmetries.

(p^c-1)/(p^c+1)

This mapping (distortions of the image plane) is calculated with complex numbers. Where p are the pixel coordinates and c is a constant.

kandid, to random
@kandid@chaos.social avatar

The colors are manipulated with a shader directly in the smartphone during the shot.

The geometric distortion is a dipol conformal map. It is made with as post processing.

kandid,
@kandid@chaos.social avatar

@twilliability This is roughly how one could implement this mapping in as a fragment shader. The constants in this example are chosen somewhat arbitrarily.

The camera image comes from a USB web cam and the effect can be calculated in real time. This is a screen shot of my test / development environment.

kandid, to photography
@kandid@chaos.social avatar

An experiment with a homemade Sobel operator. This is an edge detection filter having normally some gray scale output.

The colored edges of my Sobel variant are mixed with the original image.

made with a custom shader i added to my smart phone.

kandid, to photography German
@kandid@chaos.social avatar

"Maurisches Landhaus" in der

Ich hoffe Wilhelm I. König von Württemberg ist nicht all zu erzürnt durch meine Optimierung der Architektur.

made with a custom shader i added to my smart phone.

FieldFX, to demoscene
@FieldFX@mastodon.online avatar

Late notice, but Monday Night Bytes is having a shader jam in half an hour! at 19:00 GMT, over on https://twitch.tv/FieldFxDemo - and @mayor_dj is on the decks!

toxi, to animation
@toxi@mastodon.thi.ng avatar
kandid, to photography
@kandid@chaos.social avatar

Magnolia blossoms: Reduced to a few colors.

made with a custom shader i added to my smart phone.

kandid, to photography
@kandid@chaos.social avatar

"Maurisches Landhaus" and Magnolias. Stuttgart

made with a custom shader i added to my smart phone.

julienbarnoin, to GraphicsProgramming
@julienbarnoin@mastodon.gamedev.place avatar

I'm curious to hear if anyone has successful strategies for debugging shader compile time issues (specifically in in my case but still interested in hearing about others).

I've got this shader that takes over a minute to compile. There's various things I could do to prevent loop unrolling etc. but I still have to use trial and error to find the right place.
Do you have any better strategy than changing random places and seeing what makes a difference?

totetmatt, to random French
@totetmatt@mastodon.social avatar

Ca vous manque les speedruns depuis hier ? Voila un after : vers 21h00 Speedrun http://twitch.tv/FieldFxDemo :D . Et y'a alkama
au platine, ouais ouais ouais !!!

FieldFX, to demoscene
@FieldFX@mastodon.online avatar

Shader jam tonight! 20:00 GMT, over on https://twitch.tv/FieldFxDemo. With the lovely @alkama DJing

totetmatt, (edited ) to demoscene French
@totetmatt@mastodon.social avatar

! Less than one month ! Are you interested participating into #glsl #shader or #tic80 livecode event during @revisionparty ? Contact @psenough or me or fill this form https://framaforms.org/revision-2024-livecoding-events-participation-1706027040 ! #demoscene #demoparty

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