scdollins, to generative
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scdollins, to generative
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scdollins, to genart
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toxi, (edited ) to FunctionalProgramming
@toxi@mastodon.thi.ng avatar

— Shader meta-programming techniques (functional composition, higher-order functions, compile-time evaluation, dynamic code generation etc.) to generate animated plots/graphs of 16 functions (incl. dynamic grid layout generation) within a single WebGL fragment shader.

Today's key packages:

  • https://thi.ng/shader-ast: DSL to write (fully type-checked) shaders directly in TypeScript and later compile them to GLSL, JS (and other target languages, i.e. there's partial support for Houdini VEX and [very] early stage WGSL...)
  • https://thi.ng/shader-ast-stdlib: Collection of ~220 re-usable shader functions & configurable building blocks (incl. SDFs primitives/ops, raymarching, lighting, matrix ops, etc.)
  • https://thi.ng/webgl-shadertoy: Minimal scaffolding for experimenting with fragment shaders (supports both normal GLSL or shader-ast flavors/compilation)

If you're new to the Shader-AST approach (highly likely!), this example will again introduce a lot of new concepts, hopefully in digestible manner! Please also always consult the package readmes (and other linked examples) for more background info... There're numerous benefits to this approach (incl. targetting different target langs and compositional & optimization aspects which are impossible to achieve (at least not elegantly) via just string concatenation/interpolation of shader code, as is much more commonplace...)

This example comes fresh off the back of yesterday's new easing function additions (by @Yura), though we're only showing a subset here...

Demo:
https://demo.thi.ng/umbrella/shader-ast-easings/
(Check the console to view the generated GLSL shader)

Source code:
https://github.com/thi-ng/umbrella/tree/develop/examples/shader-ast-easings/src/index.ts

If you have any questions about this topic or the packages used here, please reply in thread or use the discussion forum (or issue tracker):

github.com/thi-ng/umbrella/discussions

scdollins, to genart
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scdollins, to generative
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FieldFX, to demoscene
@FieldFX@mastodon.online avatar

Shader jam tomorrow night! Any that fancy an hour of freestyle Bonzomatic, please get in touch! 8pm BST. All levels welcome, it's a friendly social event.

scdollins, to generative
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scdollins, to generative
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toxi, to opensource
@toxi@mastodon.thi.ng avatar

A week ago was the 1st anniversary of this solo instance & more generally of my fulltime move to Mastodon. A good time for a more detailed intro, partially intended as CV thread (pinned to my profile) which I will add to over time (also to compensate the ongoing lack of a proper website)... Always open to consulting offers, commissions and/or suitable remote positions...

Hi, I'm Karsten 👋 — indy software engineer, researcher, author of hundreds of projects (since ~1999), computational/generative artist/designer, landscape photographer, lecturer, outdoor enthusiast, on the ND spectrum. Main interest in transdisplinary research, tool making, exploring techniques, projects & roles amplifying the creative, educational, expressive and inspirational potential of (personal) computation, code as material, combining this with generative techniques of all forms (quite different to what is now called and implied by "generative AI").

Much of my own practice & philosophy is about , interconnectedness, simplicity and composability as key enablers of emergent effects (also in terms of workflow & tool/system design). Been adopting a round-robin approach to cross-pollinate my work & learning, spending periods going deep into various fields to build up and combine experience in (A-Z order): API design, audio/DSP, baremetal (mainly STM32), computer vision/image processing, compiler/DSL/VM impl, databases/linked data/query engines, data structures impl, dataviz, fabrication (3DP, CNC, knit, lasercut), file formats & protocols (as connective tissue), "fullstack" webdev (front/back/AWS), generative & evolutionary algorithms/art/design/aesthetics/music, geometry/graphics, parsers, renderers, simulation (agents/CFD/particles/physics), shaders, typography, UI/UX/IxD...

Since 2018 my main endeavor has been https://thi.ng/umbrella, a "jurassic" (as it's been called) monorepo of ~185 code libraries, addressing many of the above topics (plus ~150 examples to illustrate usage). More generally, for the past decade my OSS work has been focused on , #C, , , , , , , , /. Earlier on, mainly Java (~15 years, since 1996).

Formative years in the deep end of the 8bit demoscene (Chip Special Software) & game dev (eg. The Brundles, 1993), B&W dark room lab (since age 10), music production/studio (from 1993-2003), studied media informatics, moved to London initially as web dev, game dev (Shockwave 3D, ActionScript), interaction designer, information architect. Branched out, more varied clients/roles/community for my growing collection of computational design tools, which I've been continously expanding/updating for the past 20+ years, and which have been the backbone of 99% of my work since ~2006 (and which helped countless artists/designers/students/studios/startups). Creator of thi.ng (since 2011), toxiclibs (2006-2013), both large-scale, multi-faceted library collections. Early contributor to Processing (2003-2005, pieces of core graphics API).

Worked on dozens of interactive installations/exhibitions, public spaces & mediafacades (own projects and many collabs, several award winning), large-scale print on-demand projects (>250k unique outputs), was instrumental in creating some of the first generative brand identity systems (incl. cloud infrastructure & asset management pipelines), collaborated with architects, artists, agencies, hardware engineers, had my work shown at major galleries/museums worldwide, taught 60+ workshops at universities, institutions and companies (mainly in EMEA). Was algorithm design lead at Nike's research group for 5 years, working on novel internal design tools, workflows, methods of make, product design (footwear & apparel) and team training. After 23 years in London, my family decided on a lifestyle change and so currently based in the beautiful Allgäu region in Southern Germany.

toxi, to animation
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scdollins, to genart
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JesperTingvall, to gamedev Swedish
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totetmatt, to demoscene French
@totetmatt@mastodon.social avatar

Tonight 8pm London Time, it's ! Spectate here https://www.twitch.tv/fieldfxdemo or better , participate !

scdollins, to genart
@scdollins@genart.social avatar
FieldFX, to demoscene
@FieldFX@mastodon.online avatar

Don't forget, coming up tomorrow... Live DJ and shader coding in Bonzomatic - all comers welcome to play!

flyer by @totetmatt

hamoid, to genart
@hamoid@genart.social avatar

Wobbly hobby curves and distance fields. Enough playing for today :-)

video/mp4

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/

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?

FieldFX, to demoscene
@FieldFX@mastodon.online avatar

Shader jam tonight! 8pm GMT, on https://twitch.tv/FieldFxDemo. Live DJ set by mintimperial, last chance for a practice before @inercia !

scdollins, to genart
@scdollins@genart.social avatar

"Universe man, Universe man
Size of the entire universe man"

https://infinitefunspace.com/p5/fly/ lets you fly through this "infinite" toroidal cube of 1M particles of ray-marched geometry spread by a moving noise function for extra texture.

Use the arrows and ASDW to move. [ and ] change the number of shapes. T toggles the text. N toggles the noise. L toggles layers.

- Particles
- SDFs
- Shaders

FieldFX, to demoscene
@FieldFX@mastodon.online avatar

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

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!

AgateDragon, to GraphicsProgramming
@AgateDragon@mastodon.gamedev.place avatar
scdollins, to genart
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