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Xor

@xordev.com
4.6K followers 162 following 1.4K posts

Building FragCoord.xyz xordev.com

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Xor @xordev.com · 6h
Morphing Abstract by Frostbyte
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Xor @xordev.com · 26/09/2026
Experimenting with Radiance Cascades in Minecraft
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Xor @xordev.com · 25/09/2026
"Adjusting animation speed" by @HalbFettKaese fragcoord.xyz/t/ak2povht This is a great interactive guide on how to handle changing speeds with linear time in shaders. I was actually about to write something like this!
fragcoord.xyz
Adjusting animation speed — FragCoord.xyz
Common errors and the math behind it by @HalbFettKaese
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Reposted by Xor
Matt Henderson @matthen.com · 24/09/2026
every (convex) quadrilateral is a square- if you view it from the right perspective
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Xor @xordev.com · 24/09/2026
Mipmaps + fwidth
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Reposted by Xor
Matt Henderson @matthen.com · 23/09/2026
Repeatedly subdividing a triangle using its centroids
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Xor @xordev.com · 22/09/2026
f2 u = (2*C.xy-R)/R.y,v=u/dot(u,u)+.1*T O=tanh(.1*len(O.rgb=1/(1-cos(v*mat3x2(-8,0,4,7,4,-7)))/len(u)/9)+O)
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Reposted by Xor
Alpha Beta Gamer @alphabetagamer.bsky.social · 19/09/2026
Ever wanted to blast something off the internet? PAGE RAGE is a fun little browser extension game that allows you to destroy any web page! It's available for free here! page-rage.com by indie dev Alex Reardon #gaming
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Xor @xordev.com · 16/09/2026
Last two weeks!
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Xor @xordev.com · 15/09/2026
This is so cool! "Stepped Leader" by filip
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Xor @xordev.com · 15/09/2026
Added 13 new shaders to the FragCoord Market, available for commercial projects (starting at $25 to $100)
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Xor @xordev.com · 15/09/2026
I love tanh, but it's unfortunately poorly implemented and varies with vendors/drivers
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Xor @xordev.com · 14/09/2026
Firefight f z,d,i,b;@(80) {f3 p=z*nor(2*C.rgb-R.xyy)-1;p.z-=T;b=cos(z+T)**2;i=d=-7;@(5)d/=.7,p+=b*cos(p.zxy*d-z*f3(,,9))/40;@(5)i/=2,d=max(d,min(p=ab(mod(--p+i,i+i)-i)+i/4,min(p.y,p.z)).x),p.xz*=.1*m2(8,-6,6,8);z+=d=(1e-4+ab(d))/(2+z*b);O+=f4(8-b,2,1,)/sqt(d)/z*b*b;} O=tanh(O/2e3)
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Xor @xordev.com · 11/09/2026
Navier-Stokes
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Reposted by Xor
Lukas Schneider 🌳 @erlkoenig.games · 11/09/2026
Glittering water ✨🌊 To get that sparkle without hiding what’s underneath too much, I’m using dot noise (by @xordev.com ) to control the normal strength and simulate windy areas on my stylized water surface. #gamedev #indiedev #shader
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Xor @xordev.com · 11/09/2026
Added some basic tutorials for FragCoord
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Xor @xordev.com · 11/09/2026
Stop writing 1.0 - smoothstep(a, b, x) And do smoothstep(b, a, x)
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Reposted by Xor
Matt Henderson @matthen.com · 10/09/2026
finding pi in pi
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Xor @xordev.com · 10/09/2026
This animation is so cool!
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Xor @xordev.com · 09/09/2026
Siri Voice looks like SDFs. The animation could be so much cooler though
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Xor @xordev.com · 09/09/2026
Shader ideas
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Reposted by Xor
Matt Henderson @matthen.com · 09/09/2026
Drawing a picture from the continued fraction of a number. The continued fraction terms drive a Fourier series.
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Xor @xordev.com · 08/09/2026
Cyclone f z,d,a; @(90){f3 p=z*nor(2*C.rgb-R.xyy),t; p.z+=9,t=p,a=(p.y-len(p.xz))/2,p.xz*=m2(cos(a+f4(,5,8,))),d=2; @(7)d/=.9,p+=sin(p.yzx*d-f3(T,,)*6)/d;z+=d=min(len(p.xz),8-abs(p.y))/15/(2+cos(a-T)); O+=f4(7,5,z,)*d/len(t.xz+(p.xz/2+3)*sin(T-a))} O=tanh(O*O/1e3)
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Reposted by Xor
Andrew Helmer @andrewhelmer.bsky.social · 05/09/2026
Sebastian Aaltonen's No Graphics API is now on Github! github.com/sebbbi/NoGra...
github.com
GitHub - sebbbi/NoGraphicsAPI: Minimal graphics API. Built on top of latest Vulkan extensions. As close as possibly to my "No Graphics API" blog post and the SIGGRAPH talk.
Minimal graphics API. Built on top of latest Vulkan extensions. As close as possibly to my "No Graphics API" blog post and the SIGGRAPH talk. - sebbbi/NoGraphicsAPI
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Xor @xordev.com · 05/09/2026
Redesigned the thumbnail picker when saving shaders on FragCoord
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Xor @xordev.com · 04/09/2026
Excellent visualization! This is basis of the technique I called "turbulence" which I use in my tiny shaders for fluids, smoke and fire. It's cheap and deterministic
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Xor @xordev.com · 04/09/2026
Cauldron f z, d @(40) { f3 p = z * nor(2*C.rgb - R.xyy) p.zy+=3 d=2; @(7) d/=.8, p +=.6*p.y*cos(p.yzx * d - f3(T,,)*6) / d z += d = .02 + abs(len(p.xz) + p.y*.4 -1) / 9 O += (sin(f4(5,0,2,)-p.y) + 2) / d } O = tanh(O*O / 15e5)
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Xor @xordev.com · 04/09/2026
Dielectric f z,d @(40) { f3 p = z * nor(2*C.rgb - R.xyy),t=p d=3; @(6) d+=d, p += sin(p.zxy*d+z-T) / d z += abs(1-len(p.xy))/3; O += .002*(1+cos(9/z-T))/abs(f4(t.xy,-t)-1) } O = tanh(O+.1*len(O));
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Xor @xordev.com · 04/09/2026
Less than 4 weeks left to write the best article for FragCoord. It could be a tutorial, breakdown, devlog, showcase anything graphics related. I'll be giving the best ones a FragCoord Pro for a year (which unlocks 3D buffers, compute shaders, MRT and more)
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Xor @xordev.com · 02/09/2026
Which direction should FragCoord take? 1. More audio/music tools 2. Visual Programming 3. Optimization Tools 4. Something else?
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Xor @xordev.com · 02/09/2026
Thank you for 150 followers on FragCoord! I've put 1000+ shaders on there, with many more to come.
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Xor @xordev.com · 01/09/2026
Ferrofluid by @noztol.bsky.social
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Xor @xordev.com · 01/09/2026
Archive f z,d @(99) { f3 p = z * nor(2*C.rgb - R.xyy) p.z-=T; d=1; @(5) d+=d, p += sin(p*d+p.z*d) / d z += d = .1*len(1+p.xy*sin(p.z+vec2(,2))); O += (.7-p.y/z*f4(,1,2,))/d } O = tanh(O / 2e3)
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Reposted by Xor
𝙑𝙀𝙀𝙏𝙍𝙄 : Blast Processed 🥑 @parametricavocado.bsky.social · 30/08/2026
RGBsky is the logical next step
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Xor @xordev.com · 30/08/2026
Bsky needs more colors and more math
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Xor @xordev.com · 29/08/2026
Fever f z,d @(70) { f3 p = z * nor(2*C.rgb - R.xyy) p.xy *= mat2(cos(z*.5+f4(,33,11,))) p.z-=T; d=2; @(5) d+=d, p += sin(p.yzx*d+z) / d z += min(abs(cos(p.y)),d=len(1/tan(p.xz)))/4; O += f4(1.1+sin(p),)/d } O = tanh(O / 2e2)
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Xor @xordev.com · 29/08/2026
Update FragCoord 1.4.1: -Added history snapshots in the history tab! -Improve snippet search -Improved notification grouping and much more
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Xor @xordev.com · 29/08/2026
Added some fun badges for shaders and profiles
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Xor @xordev.com · 29/08/2026
Coronal f z=2,d @(40) { f3 p = z * nor(2*C.rgb - R.xyy),t=p d=2; @(6) d+=d, p += sin(p.zxy*d+z-T) / d z += abs(1-len(p.xy))/3; O += f4(1.1-cos(p),)/z/z/abs(len(t.xy)-1) } O = tanh(O / 30)
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Xor @xordev.com · 28/08/2026
FragCoord v1.4 - Authoring, out now! -New inspector graphing calculator let's you visualize expressions in 1D or 2D. -Added FragCoord Events. The best article published by Sept. 30th, will get Pro for a year! -You may now your own keys if you want AI assistance (off by default).
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Xor @xordev.com · 28/08/2026
What if FragCoord had an easy graphing calculator built-in?
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Xor @xordev.com · 28/08/2026
Published all of 74 tutorials on FragCoord: fragcoord.xyz/u/Xor?tab=tu...
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Xor @xordev.com · 27/08/2026
Thanks for 4k!
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Reposted by Xor
Matt Henderson @matthen.com · 27/08/2026
2D Voronoi cells from 3D cones
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Xor @xordev.com · 27/08/2026
Wave f z,d @(20) { f3 p = z * nor(2*C.rgb - R.xyy); d=4; @(6) d+=d, p = p.yzx+sin(p * d - T) / d; z += .1-len(p)/9; O += z*z*f4(2-sin(p*5),)/(.001+len(f4(sin(p*33)/99,p))) } O = tanh(O / 4e2)
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Xor @xordev.com · 25/08/2026
Fade in and out with a variable mid-point (0.9 here): float fade = smoothstep(0.0, 0.9, t) * smoothstep(1.0, 0.9, t);
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Reposted by Xor
Matt Henderson @matthen.com · 25/08/2026
Seamlessly loops every 10 seconds. But follow any dot and you will be watching for over an hour before it returns to its starting position.
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Xor @xordev.com · 25/08/2026
Grace f z,d @(30) { f3 p = z * nor(2*C.rgb - R.xyy),t = p d=4; @(6) d/=.8, p += sin(p.yzx * d + z + T) / d;z += (3-len(p.xz))/9;O += f4(9,7,4,1)/(abs(t.x*(t.y-.8))+abs(t.z+3)*.5) } O = tanh(O*O / 3e5)
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Xor @xordev.com · 22/08/2026
Revamped FragCoord profiles. You can now contact users directly. You also have some fun badges for things like most-liked shaders and smallest golfs
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Xor @xordev.com · 21/08/2026
Sakura Petals by @noztol.bsky.social
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