Raining Stars

void mainImage(out vec4 o, vec2 u) {

vec3 c,p,r = iResolution;

float i, s, d;

for(; i++ < 1e2;
d += s = .01+ abs(1. - length(p.xy))*.3,
c += (1.3+cos(3.*p.z+vec3(6,4,2))) / s / d
)
for(p = vec3((u+u-r.xy)/r.y * d, d + iTime),
p.x *= .15,
p.z = .4*cos(p.z*.6),
s = 4.; s++ < 8.;
)
p.xz += asin(sin(p.zx*s))/s;;
o.rgb = tanh(c / 1e3);
}

https://www.shadertoy.com/view/tctfDs

#glsl #shader

I always wanted to fly a spaceship through a winamp milkdrop visualizer ๐Ÿ‘ฝ
#shader #godot #glsl ish #indiegamedev

Help! I've talked someone into being curious about (fragment) shader-ing ala shadertoy, but I can't find a decent node-based GUI for shader editing that has decent ergonomics but is also close enough to GLSL structurally to allow shadertoy-like mathy exploration.

So far everything I've seen fails in a significant way on either of these:
- Blender: separate "Math" and "Vector Math" nodes. "Math" node with drop-down instead of granular primitives
- Godot: "Function" node with drop-down instead of granular primitives
- Unity: uh ... i just don't want to do this to them i think
- cables.gl: no vector types at all??? setup a bit elaborate
- https://victhorlopez.github.io/editor/ closest so far; polymorphic functions but doesn't auto-cast values; UX a bit underdone

...surely there would be a web tool for this given the popularity of SDFs etc???

#askfedi #glsl #shader

Node Based Shader Editor in WebGL

Prototype Node Based Shader Editor in WebGL to edit and create materials interactively with nodes, where you can drag and drop textures and use multiple features similar to other editors

Also very easily extendable to 3D

#shader #glsl #snow