#glsl

2025-07-04

weird fire... #glsl #allcode #genart

2025-07-03

80 vertices in 2-fold dihedral symmetry has triangle strips of 4 different lengths.

#AlgorithmicArt #CreativeCoding
#Processing #glsl #shaders

2025-07-03

We can also get 80-vertex tetrahedral symmetry with a more "traditional" arrangement of 12 pentagons and the rest hexagons.

#AlgorithmicArt #CreativeCoding
#Processing #glsl #shaders

2025-07-03

Here is an 80-vertex sphere in tetrahedral symmetry with 24 valence-7 vertices.

#AlgorithmicArt #CreativeCoding
#Processing #glsl #shaders

2025-07-03

✨ I just made a new release of ShaderWorkshop¹ (v0.5.0).

Since my last release announcement, quite a few features got added (about 2 releases):
- recursive include directive
- fps indicator
- reworked error management
- mouse support
- live controls for floats, int, bool and colors

¹ github.com/ubitux/ShaderWorksh

#glsl #shader #foss #webgl

2025-07-01

birth of a portal #glsl #allcode #noai #genart

2025-06-29

metalscape #glsl #genart

2025-06-29

tinfoil mountains #glsl #genart #allcode

2025-06-29

No More Shading Languages: Compiling C++ to Vulkan Shaders

#Vulkan #Compilers #GLSL #Rendering #Raytracing #Package

hgpu.org/?p=29983

2025-06-28

I can't compete with the mod or fract version in term of code length, but I'm able to get the HSL and HSV conversions without any of these functions, so I guess it's faster?

mod version is derived from iq, fract version derived from @samhocevar, and the clumsy arithmetic from me.

Can we do better?

#glsl #shader

HSV and HSL hue strips, along with the following code:

vec3 _h2c(float h) {
    // return sat(abs(mod(h*6.+vec3(0,4,2),6.)-3.)-1.);
    // return sat(abs(fract(h+vec3(3,2,1)/3.)*6.-3.)-1.);
    return sat(vec3(-1,2,2)+vec3(1,-1,-1)*abs(h*6.-vec3(3,2,4)));
}

vec3 hsl2srgb(float h, float s, float l) {
    return l + s * (_h2c(h)-.5) * (1.-abs(2.*l-1.));
}

vec3 hsv2srgb(float h, float s, float v) {
    return v * mix(vec3(1), _h2c(h), s);
}

vec3 hsl2srgb(vec3 c) { return hsl2srgb(c.x, c.y, c.z); }
vec3 hsv2srgb(vec3 c) { return hsv2srgb(c.x, c.y, c.z); }
2025-06-27

Tetrahedral symmetry requires that a general point be in a set of 12 -- on each of the 4 faces in each of 3 orientations. You can also add 4 points at the vertices, 4 at each face center, or 6 at each edge center. Combined, any even number of points >= 4 can be arranged with tetrahedral symmetry, albeit not always evenly.

Here is 50 points in tetrahedral symmetry which requires that some of them have valence 7.

#AlgorithmicArt #CreativeCoding
#Processing #glsl #shaders

2025-06-26

I've been porting github.com/2Retr0/GodotOceanWa to the Recoil Engine/Beyond All Reason. Need to do a bit of work on optimization, a ton of clean up, and then adding some features.

My fish schooling sim(boids) needed a nicer place to live. So I went to work.

Pretty far from done but there is potential.

#Godot #BAR #Lua #GLSL

Screenshot of Beyond All Reason. The water plane is replaced with a clipmap which is displaced by a wave simulation. Each level of the clipmap is colored differently.Screenshot from Beyond All Reason. A wave simulation is running.

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

2025-06-25

50 vertices arranged in D6 symmetry is interesting in that it forms two different but close in length triangle strips -- one following the longitudes and the other the latitudes.

#TilingTuesday
#AlgorithmicArt #CreativeCoding
#Processing #glsl #shaders

2025-06-25

And 22 vertices can also arrange with 2-fold cylindrical symmetry that runs all the pentagons together into one long strip. It produces one long triangle strip and three short ones.

#TilingTuesday
#AlgorithmicArt #CreativeCoding
#Processing #glsl #shaders

2025-06-25

22 vertices can also arrange with 2-fold dihedral symmetry with two strips of six pentagons each separated by a single loop of 10 hexagons. The triangulation has two long triangle strips and two short ones.

#TilingTuesday
#AlgorithmicArt #CreativeCoding
#Processing #glsl #shaders

2025-06-25

40 vertices in tetrahedral symmetry gives a mix of the two with 4 strips that wrap twice and three that only wrap once.

#TilingTuesday
#AlgorithmicArt #CreativeCoding
#Processing #glsl #shaders

2025-06-25

22 vertices can also have tetrahedral symmetry, but now only have four strips that each wrap the sphere twice.

#TilingTuesday
#AlgorithmicArt #CreativeCoding
#Processing #glsl #shaders

2025-06-25

16 vertices gives a triangulation with tetrahedral symmetry. It has 7 triangle strips.

#TilingTuesday
#AlgorithmicArt #CreativeCoding
#Processing #glsl #shaders

2025-06-25

In contrast, the 12-vertex icosahedron has 6 triangle strips.

#TilingTuesday
#AlgorithmicArt #CreativeCoding
#Processing #glsl #shaders

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