https://b.pkh.me/2025-12-25-raining-stars.htm
#Shadertoy portage: https://www.shadertoy.com/view/tcVfRz
Happy xmas ๏ธโ๏ธ
https://b.pkh.me/2025-12-25-raining-stars.htm
#Shadertoy portage: https://www.shadertoy.com/view/tcVfRz
Happy xmas ๏ธโ๏ธ
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);
}
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???
Slithering strokes
Bands of bubbles