#Shader

totetmatttotetmatt
2025-06-27

twitch.tv/totetmatt with | 3..2..1.. WEEKEND ! it's too hot on the room so quick one today :D

I am trying out a new way of creating the world, how to light it and how to design elements in it

#gamedev #indiegame
#coding #dev #indiedev #unreal #madewithunreal #gaming #videogames #gameplay #3d #blender3d #UnreaEngine5 #animation #shader #nature #coding #conceptart

Alien 👽 Max | 🇺🇦 gamedevmaxim@mastodon.gamedev.place
2025-06-26

Hello my game dev friends. My morning with Unreal Engine, Interior Cubemap node. A very simple experiment, but I can play around with it more, if you like

#UnrealEngine #UE5 #shader #gamedev #indiedev

PSoul•US 🏳️‍🌈psoul@sfba.social
2025-06-26

I wrote a shader!
I used the simplest linear algebra, the equation of a plane, to get MagicaVoxel to place voxels along a plane defined by its normal vector and a point.

Next steps:
- adding thickness as a parameter
- defining the plane by 1 points and an axis
- defining the plane by 3 points
#shader #MagicaVoxel #3DModeling

testing new wrinkle system on torso.
ultra fast fbm : )
#glsl #shader #raymarching

Started building parts of the level. I'm liking the environment so far and think I can make it look even better

#gamedev #indiegame
#coding #dev #indiedev #unreal #madewithunreal #gaming #videogames #gameplay #3d #blender3d #UnreaEngine5 #animation #shader #nature #coding #conceptart

Hexler Heavy Industrieshexler
2025-06-24

real-time editor update!

We've added a dialog for managing Bluetooth MIDI controllers (where supported) and the usual fixes and maintenance! Video of some of the included demo projects running on our dear Steam Deck!

Happy Koding!

hexler.net/kodelife

2025-06-22

✨ Basic live controls incoming in Shader Workshop¹

With this change we can now expose widget controls to the web interface by declaring uniforms into the code. Optional comments specify their default values and ranges.

I'll try to push that soon.

#glsl #shader

¹ github.com/ubitux/ShaderWorksh

Thomas Maria Helzlethomashelzle@mastodon.art
2025-06-22

The Orb · Part IV · Love

"Close your eyes, fall in love, stay there." · Rumi

Full version in 4k 60fps:
youtu.be/m3LjjM6I2uo

The fourth video in this series is once again created in TiXL with the new SDF forces in combination with my custom symmetrical turbulence force.
Soundtrack in Bitwig Studio.

May you be well!

· · ·

#mastoart #trauma #TiXL #realtime #particles #livingpainting #creativecoding #hlsl #gpu #shader #audiovisual #audioreactive #sounddesign #math #sdf #wisdom #love

Thomas Maria Helzlethomashelzle@mastodon.art
2025-06-22

The Orb · Part IV · Love

The only force that can heal us is love:

"Close your eyes, fall in love, stay there."
· Rumi

"You have to keep breaking your heart until it opens."
· Rumi

"The broken places is where the light comes in."
· Rumi

May you be well!

· · ·

#mastoart #trauma #TiXL #realtime #newmediaart #abstractart #particles #livingpainting #creativecoding #hlsl #gpu #shader #procedural #visualart #audiovisual #audioreactive #sounddesign #Zen #wuwei #dao #math #sdf #wisdom #love

2025-06-21

Today I discovered that #glsl has this incredible `#line` directive, which allows to set the line number for errors, as well as identifying the file with an arbitrary index.

With this, I don't need to dump the whole #shader in the error in ShaderWorkshop anymore, even with the custom `#include` directives. I just have to expose the list of includes with their IDs to the user. Then the line numbers in the errors match automatically, without any change to the driver specific error string itself.

On the left, Shader Workshop with the following error:

ERROR: 4:14: '=' : cannot convert from 'const int' to 'highp float'

File ID -> filename:
0. aa.frag
1. utils.glsl
2. srgb.glsl
3. math.glsl
4. oklab.glsl
5. fade.glsl

On the right a text editor with a GLSL error in oklab.glsl at line 14.
Orhun Parmaksız 👾orhun@fosstodon.org
2025-06-21

This has so much potential...

🌀 **ratatui-wgpu** — A wgpu based rendering backend for Ratatui

✨ Now supports a customizable CRT shader pipeline

🌐Runs on web & desktop!

🦀 Written in Rust & built with @ratatui_rs

⭐ GitHub: github.com/Jesterhearts/ratatu

#rustlang #ratatui #tui #wgpu #rendering #backend #crt #shader #terminal

I've been trying out some tweaks to the post processing and color adjustments for the environment

#gamedev #indiegame
#coding #dev #indiedev #unreal #madewithunreal #gaming #videogames #gameplay #3d #blender3d #UnreaEngine5 #animation #shader #nature #coding #conceptart

izzy boiii ✈️ Swizzle.funrh2@mastodon.gamedev.place
2025-06-19

Happy Thursday!

• 200 total patterns
• 17 months 📆 of continuous improvement
• packed ORM for Unreal
• packed [RGB][A] rough/metal for Unity Standard Shader

#gamedev #textures #materials #shader #surface #substance #pbr #update

rh2.gumroad.com/l/ceramics

Recently, I realized that we can override the built-in functions of GLSL by using #define macro.
#glsl #shader

Alien 👽 Max | 🇺🇦 gamedevmaxim@mastodon.gamedev.place
2025-06-19

Although this is probably an obvious thought, it may be useful for those who have just started using Unreal Engine. When there is a surface made of tiles in a level design (doesn't matter which ones), you can make an infinite number of them from one texture

#UnrealEngine #UE5 #gamedev #indiedev #UE5ぷちコン #UE5Study #shader

Working on a new wrinkle system : )
#shader #glsl #raymarching

2025-06-19

I wish there was a better way to do that in #glsl :(

Any function with repeated argument kinda forces me to do that to prevent a risk of multiple argument evaluation. Fortunately here `sat()` and `linearstep()` don't need this.

#shader

#define sat(x) clamp(x, 0.0, 1.0)
#define _linear(a,b,x) (((x)-(a))/((b)-(a)))
#define linearstep(a,b,x) sat(linear(a,b,x))

float linear(float a, float b, float x) { return _linear(a,b,x); }
vec2  linear(vec2 a,  vec2 b,  float x) { return _linear(a,b,x); }
vec3  linear(vec3 a,  vec3 b,  float x) { return _linear(a,b,x); }
vec4  linear(vec4 a,  vec4 b,  float x) { return _linear(a,b,x); }
vec2  linear(vec2 a,  vec2 b,  vec2 x)  { return _linear(a,b,x); }
vec3  linear(vec3 a,  vec3 b,  vec3 x)  { return _linear(a,b,x); }
vec4  linear(vec4 a,  vec4 b,  vec4 x)  { return _linear(a,b,x); }
2025-06-18

🌟 Just made a new release of ShaderWorkshop (0.3.0)

ShaderWorkshop is a zen development sandbox to live code fragment shader, similar to ShaderToy, but local.

BTW, I only tested on Linux, so feedback on other platforms are welcome.

¹ github.com/ubitux/ShaderWorksh

#shader #foss

Screenshot of ShaderWorkshop

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