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danil

@morimea.bsky.social
36 followers 39 following 29 posts

VFX-computer graphic and programming stuff. To share/find interesting stuff. www.shadertoy.com/user/morimea - Shadertoy github.com/danilw - blog posts there

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danil @morimea.bsky.social · 04/09/2026
some new Shadertoy pathtracing scenes www.shadertoy.com/playlist/cX3... #shadertoy
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Nikita Lisitsa @lisyarus.bsky.social · 01/12/2025
Got nerdsniped by someone on another site and decided to make a cool planet shader. Here's the result 🥰 Just a bunch of noises + atmospheric scattering really. #creativecoding
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danil @morimea.bsky.social · 29/11/2025
new blog arugl.medium.com/speed-of-lig...
arugl.medium.com
Speed of light in Ring — move around with speed of light
Idea — move around a large ring-like structure with the speed of light. Watch — Speed of light in the Ring Youtube 360 video.
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danil @morimea.bsky.social · 28/11/2025
reelase 200kb exe demo Speed of light in Ring danilw.itch.io/speed-of-lig...
danilw.itch.io
Speed of light in Ring (demo) by Danil
Speed of light in Ring - visual distortion from relativistic speed.
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Xor @xordev.com · 23/11/2025
Nether for(float i,z,d;i++<6e1;o+=vec4(19,z,1,1)/d/d){vec3 p=z*normalize(FC.rgb*2.-r.xyy);p.z-=t;p=round(p/.1)*.1; for(d=0.;d++<9.;p+=.2*cos(p*d+z).zzx);z+=d=abs(abs(p.y)-3.)/20.;} o=tanh(o/7e5);
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danil @morimea.bsky.social · 17/11/2025
speed of light in ring demos: www.shadertoy.com/view/wc3yz7 www.shadertoy.com/view/w3SfWm #shadertoy #ringworld #speedoflight
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Xor @xordev.com · 05/11/2025
Whirl for(float i,z,d,h;i++<8e1;o+=vec4(9,5,h+t,1)/d) {vec3 p=z*normalize(FC.rgb*2.-r.xyy),a;p.z+=9.;a=mix(dot(a+=.5,p)*a,p,sin(h=dot(p,p/p)-t))+cos(h)*cross(a,p); for(d=0.;d++<9.;a+=.3*sin(a*d).zxy);z+=d=length(a.xz)/15.;} o=tanh(o/1e4);
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danil @morimea.bsky.social · 06/11/2025
Hash Noise stability in GPU Shaders - arugl.medium.com/hash-noise-i... iq new shader - www.shadertoy.com/view/3XlfWH has exact behavior I describerd in my blog - broken fract hash #shadertoy #shaders #hash
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Stephen Totilo @stephentotilo.bsky.social · 28/10/2025
NEW: I spoke to original Halo devs about that ICE Halo post One: "abhorrent” Another: "Using Halo imagery in a call to ‘destroy’ people because of their immigration status goes way too far, and ought to offend every Halo fan, regardless of political orientation” www.gamefile.news/p/halo-ice-d...
gamefile.news
Halo co-creator says ICE’s Halo-themed recruitment ad “makes me sick”
Another Halo maker says ad "ought to offend every Halo fan, regardless of political orientation." ALSO: A developer whose game just launched on Xbox slams Microsoft’s silence
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saschawillems.bsky.social @saschawillems.bsky.social · 15/08/2025
When I started work on my @vulkan.org #Vulkan C++ samples almost 10 years ago I made some non-optimal decisions esp. around sync and command buffer recording. Finally fixed those and did a write-up with a small retrospective at www.saschawillems.de/blog/2025/08...
saschawillems.de
Fundamental Vulkan Samples rework
Fundamental Vulkan Samples rework (Sync, command buffers and more) Some history It’s been almost ten years since I started working on my open source C++ Vulkan samples. Never would I have imagined wha...
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Xor @xordev.com · 30/08/2025
NEW Functions: Mix An overview of the mix function, how it works, and some unusual uses (contrast, radial blurs, UV coordinates, and more) mini.gmshaders.com/p/func-mix
mini.gmshaders.com
Functions: Mix
An overview of the mix function, how it works and some unusual uses
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danil @morimea.bsky.social · 16/07/2025
pathtracing is very nice www.shadertoy.com/view/3XV3Rt
computer rendered graphics - wireframe colored
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danil @morimea.bsky.social · 16/07/2025
pathtracing is nice www.shadertoy.com/view/tXy3zt
computer rendered graphics - curves colored
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danil @morimea.bsky.social · 21/06/2025
New simple shader: Rotation - just use lookAt To point on how useful and simple is lookAt www.shadertoy.com/view/tfVXzz #shaders #shadertoy
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danil @morimea.bsky.social · 31/05/2025
New shader: Street of houses in summer - www.shadertoy.com/view/4cVfWt #shadertoy
image of melted housesimage of melted housesimage of melted houses
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Xor @xordev.com · 30/05/2025
Reminder to use gamma correction in your Gaussian blurs for that rich bokeh effect. Inside the blur loop: blur_sum += pow(tex_rgb, GAMMA); And encode for the final color: gl_FragColor.rgb = pow(blur_sum / blur_num, 1.0/GAMMA);
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Inigo Quilez @iquilezles.bsky.social · 04/05/2025
I recorded an interview at the Wookash Podcast. I talk about graphics programing, low level coding, math, product development, demoscene, SDFs, VR, Shadertoy, and other things. www.youtube.com/watch?v=F1ax...
youtube.com
Painting with Math | Inigo Quilez
YouTube video by Wookash Podcast
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danil @morimea.bsky.social · 17/04/2025
My new Shadertoy Pathtracing scenes - all in playlist - www.shadertoy.com/playlist/cX3... #shadertoy #shaders
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paul デジタルアーティスト @byt3m3chanic.bsky.social · 12/04/2025
Did some clean up this morning with a nice cup of coffee ☕ #shader #glsl #voronoi #webgl #genart www.shadertoy.com/view/t32GRd
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Aftermath @aftermath.site · 27/03/2025
Stop sharing the Ghibli AI slop, what is wrong with you: aftermath.site/studio-ghibli-...
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INDUSTRIA 2 @bleakmill.com · 26/03/2025
ATTENTION INDIEDEVS Show off your art style
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Alex Battaglia @dachsjaeger.bsky.social · 22/03/2025
The tech and graphical advancements in Assassin's Creed Shadows are mighty impressive: Micropolygon geometry, fluid wind simulations, ray traced global illumination and so much more. How do they all work and compare to AC games of the past? Find out in my video below! youtu.be/nhFkw5CqMN0
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Xor @xordev.com · 21/03/2025
Fire in 272 chars of #GLSL vec2 p=(FC.xy*2.-r)/r.y,R;p*=1.-vec2(.5*p.y,.5/(1.+p*p));p.y-=t;float F=11.,N,d;for(R.x=F;F<50.;F*=1.2)p+=.4*sin(F*dot(p,sin(++R))+6.*t)*cos(R)/F;N=snoise2D(p*4.);d=length(p+vec2(0,t+.5))/.3-++N;N+=snoise2D(p*8.);o=tanh(++N/(.5-.1*N+max(d/.1,-d)*abs(d)/.3)/vec4(1,3,9,1));
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Xor @xordev.com · 18/03/2025
NEW GM Shaders: Turbulence! mini.gmshaders.com/p/turbulence Creating turbulent, fluid motion for liquids, smoke, steam, and fire effects!
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Xor @xordev.com · 14/02/2025
vec2 p=(FC.xy*2.-r)/r.y,a;for(float i;i++<20.;i,o+=(cos(sin(i*.2+t)*vec4(0,4,3,1))+2.)/(i/1e3+abs(length(a-.5*min(a+a.yx,.1))-.05)))a=(fract(t*.2+p*.3*i*rotate2D(cos(t*.2+i*.2)))-.5),a=vec2(a.y,abs(a));o=tanh(o*o/2e5);
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danil @morimea.bsky.social · 23/11/2024
New short blog post: arugl.medium.com/position-of-... Notice - very impressive discovery by FabriceNeyret2 - object detection using just Mipmap layer.
arugl.medium.com
Position of object on image without AI/ML — Jump flooding algorithm
Selecting object on image as image mask and generate SDF to get position of this object.
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danil @morimea.bsky.social · 10/11/2024
My old Shadertoy shader www.shadertoy.com/view/NslGRN #shaders #shadertoy #computergraphics
computer graphics image
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