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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
Made ring sturucture demo www.shadertoy.com/view/wc3yz7 using your errosion shader. Thanks for sharing original code!
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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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danil @morimea.bsky.social · 02/11/2025
I used dvd first time only around 2010 - so for me it not like that
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danil @morimea.bsky.social · 29/10/2025
we back to the Starship Troopers timeline
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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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danil @morimea.bsky.social · 27/03/2025
>Moore's law in 2000 by its prediction - linear 2x: - in 2025 we would have hardware that is just ~100x faster by performance than in 2000 - in 2025 modern hardware is million times faster than in 2000
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danil @morimea.bsky.social · 27/03/2025
Nvidia 1030 - is renamed 750 from ~2015 - and both support Vulkan 1.3 wit latest drivers - and can play many-online mutiplayer/f2p games (for modern AAA vram is obvious limitation) After 2015 - every gpu already 32-bit floats with 32-bit framebuffers - that enough for most of 2015-level graphics.
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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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danil @morimea.bsky.social · 18/03/2025
P.S. I just remembered - I saw(randomly) very weird Vulkan errors also from 1050-nvidia users - and there were "bad drivers" reason to it.
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danil @morimea.bsky.social · 18/03/2025
if it Windows - maybe drivers from Windows update center not from Nvidia website - those drivers do not support OpenGL/Vulkan - update drivers from Nvidia website is first. Official Godot builds should work on "anything" - so I do not see other reason than hardware problem or drivers.
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danil @morimea.bsky.social · 15/03/2025
We lucky that Godot has no bureaucracy. mdn needed just 4 years to decide - "is it worth mentioning in docs that movement animation require rotation flag in css/svg or it be unsmooth" - github.com/mdn/content/...
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danil @morimea.bsky.social · 24/02/2025
in context of AI-panorama-like I have this basic SD script github.com/danilw/danil... - it just inpaint images to make panorama result:
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danil @morimea.bsky.social · 24/02/2025
I mean - I experimented with panorama-cubemap models in StableDiffusion - there too many problems image even just "clouds" is very not natural in perspective-sizes. This you linked - also generate "roads" very wobble - non stable - similar to SD panorama models. But it better ofc.
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danil @morimea.bsky.social · 24/02/2025
impressive but Downloads are available with any paid subscription And - bottom on every image look very suspicious - look like it generating Panorama and then "inpaint" missing on bottom(maybe top also). And "seam" visible on bottom also sometime - it blured but visible.
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danil @morimea.bsky.social · 24/02/2025
There wikipedia page on Filter bubble - en.wikipedia.org/wiki/Filter_... There mentioned impact of AI-statistic-prediction-sorting in Dangers section at the end.
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danil @morimea.bsky.social · 15/02/2025
I think reason why it not used - motion sickness. People have motion sickness just from basic "noise-like grass" textures - so every game now use cartoon-minimal graphics style. With these "infinite zoom" like texturing - it will be so bad for image recognition-finding patterns.
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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 · 03/02/2025
I have this - TEMPLATE cubemap tools - www.shadertoy.com/view/NttGWr all possible cubemap<->panorama conversions
shadertoy.com
Shadertoy
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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 · 22/11/2024
very interesting - I have similar but for 32-bit www.shadertoy.com/view/Nls3Rn pack/unpackSnorm3x10 (30 bits 2 bit unused from 32)
shadertoy.com
Shadertoy
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danil @morimea.bsky.social · 22/11/2024
github.com/danilw/GPU-m... my list of shaders-mostly bugs
github.com
GitHub - danilw/GPU-my-list-of-bugs: Vulkan and other GPU API bugs I found.
Vulkan and other GPU API bugs I found. Contribute to danilw/GPU-my-list-of-bugs development by creating an account on GitHub.
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danil @morimea.bsky.social · 10/11/2024
And just mix Cube Lines with Droste Zoom www.shadertoy.com/view/MfdyW2 (and to test/see this platform video compression)
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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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