This is truly absurd and delightful. The "first human computed shader". You are assigned a pixel, given the equation, and need to show your handwritten manual calculation of its RGB value.
"405 different people have been computing pixels by hand for 4 days"
Okay, this is taking "old skool" to a next level! I present to you, The Human Shader project! So far over 1000 people have been busy working out pixel values to create the first "organic" human shader image...
Now that I am here, an #introduction would be in order. I sidestepped my way into #gamedev when my friend @Tearcell mentioned they were participating in a #ludumdare game jam and asked if I was interested in helping. That weekend was my first taste of #programming. It was also my introduction to the @godotengine and the crazy magic that are #shaders, which I still don't really understand. 4 game jams later, found on itch.io, and we are now working on releasing #somnipathygame on #steam!
Just for giggles, I made my own live shader editor using #godotengine. It works great, however, I have no idea how to access the errors the shader compiler generates. So if something fails, I just show a horse. LOL. If anyone knows if accessing that info is possible, please let me kno. #shaders#screenshotsaturday
Are you making a low resolution game, but using some modern shaders to apply fancy effects that would have taken superhuman brainpower to do if we were actually writing for the old consoles?
Do your shader effects look... out of place? Like, they're happening at a higher resolution?
Do you want an easy way to "snap" your shader's pixels to your game art's pixels? This is the thread for you?
"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.
The SPIR Working Group developed 2 new SPIR-V extensions to provide shader authors with more guarantees about the execution model of shaders: SPV_KHR_maximal_reconvergence and VK_KHR_shader_quad_control.
big moment! got all the assets for the center of the open world, the neighborhood, placed! all the houses, trees, grasses, details... it's beautiful too. just tweaking some of the performance now (making sure all LOD's are setup and stuff)...