danil @morimea.bsky.social · 04/09/2026some new Shadertoy pathtracing scenes www.shadertoy.com/playlist/cX3... #shadertoy 011
Reposted by danilNikita Lisitsa @lisyarus.bsky.social · 01/12/2025Got 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 3713
danil @morimea.bsky.social · 29/11/2025new blog arugl.medium.com/speed-of-lig...arugl.medium.comSpeed of light in Ring — move around with speed of lightIdea — move around a large ring-like structure with the speed of light. Watch — Speed of light in the Ring Youtube 360 video. 010
danil @morimea.bsky.social · 28/11/2025reelase 200kb exe demo Speed of light in Ring danilw.itch.io/speed-of-lig...danilw.itch.ioSpeed of light in Ring (demo) by DanilSpeed of light in Ring - visual distortion from relativistic speed. 010
Reposted by danilXor @xordev.com · 23/11/2025Nether 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); 0577
danil @morimea.bsky.social · 17/11/2025speed of light in ring demos: www.shadertoy.com/view/wc3yz7 www.shadertoy.com/view/w3SfWm #shadertoy #ringworld #speedoflight 020
Reposted by danilXor @xordev.com · 05/11/2025Whirl 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); 115525
danil @morimea.bsky.social · 06/11/2025Hash 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 030
Reposted by danilStephen Totilo @stephentotilo.bsky.social · 28/10/2025NEW: 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.newsHalo 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 5532411129
Reposted by danilsaschawillems.bsky.social @saschawillems.bsky.social · 15/08/2025When 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.deFundamental Vulkan Samples reworkFundamental 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... 23712
Reposted by danilXor @xordev.com · 30/08/2025NEW 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-mixmini.gmshaders.comFunctions: MixAn overview of the mix function, how it works and some unusual uses 1253
danil @morimea.bsky.social · 21/06/2025New simple shader: Rotation - just use lookAt To point on how useful and simple is lookAt www.shadertoy.com/view/tfVXzz #shaders #shadertoy 010
danil @morimea.bsky.social · 31/05/2025New shader: Street of houses in summer - www.shadertoy.com/view/4cVfWt #shadertoy 020
Reposted by danilXor @xordev.com · 30/05/2025Reminder 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); 2343
Reposted by danilInigo Quilez @iquilezles.bsky.social · 04/05/2025I 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.comPainting with Math | Inigo QuilezYouTube video by Wookash Podcast 38112
danil @morimea.bsky.social · 17/04/2025My new Shadertoy Pathtracing scenes - all in playlist - www.shadertoy.com/playlist/cX3... #shadertoy #shaders 021
Reposted by danilpaul デジタルアーティスト @byt3m3chanic.bsky.social · 12/04/2025Did some clean up this morning with a nice cup of coffee ☕ #shader #glsl #voronoi #webgl #genart www.shadertoy.com/view/t32GRd 1122
Reposted by danilAftermath @aftermath.site · 27/03/2025Stop sharing the Ghibli AI slop, what is wrong with you: aftermath.site/studio-ghibli-... 2767892021
Reposted by danilINDUSTRIA 2 @bleakmill.com · 26/03/2025ATTENTION INDIEDEVS Show off your art style 523735
Reposted by danilAlex Battaglia @dachsjaeger.bsky.social · 22/03/2025The 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 1827021
Reposted by danilXor @xordev.com · 21/03/2025Fire 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)); 1401
Reposted by danilXor @xordev.com · 18/03/2025NEW GM Shaders: Turbulence! mini.gmshaders.com/p/turbulence Creating turbulent, fluid motion for liquids, smoke, steam, and fire effects! 0173
Reposted by danilXor @xordev.com · 14/02/2025vec2 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); 210811
danil @morimea.bsky.social · 23/11/2024New short blog post: arugl.medium.com/position-of-... Notice - very impressive discovery by FabriceNeyret2 - object detection using just Mipmap layer.arugl.medium.comPosition of object on image without AI/ML — Jump flooding algorithmSelecting object on image as image mask and generate SDF to get position of this object. 020
danil @morimea.bsky.social · 10/11/2024My old Shadertoy shader www.shadertoy.com/view/NslGRN #shaders #shadertoy #computergraphics 242