With AgX being adopted as the default view transform in Blender 4.0, a friendly reminder that it can be used in games too! There are a few shadertoys out there including mine, but the best is the one Benjamin Wrensch was kind enough to write. A nice tidy post + implementation + shadertoy.

https://mastodon.missing-deadlines.com/@benjamin

https://iolite-engine.com/blog_posts/minimal_agx_implementation

Benjamin Wrensch :iolite: (@[email protected])

185 Posts, 270 Following, 217 Followers ยท I mainly post about the development of my #voxel-powered game engine #IOLITE and all things related or adjacent to #gamedev. ๐Ÿ‘‹ ๐Ÿ•’ 10+ years in games, most recently as a lead/principal rendering engineer. ๐ŸŽฎ Atlas Fallen, The Surge 1+2, and Lords of the Fallen. ๐Ÿ‘จโ€๐Ÿ‘ฉโ€๐Ÿ‘ง๐Ÿˆ๐Ÿˆโ€โฌ› Proud husband, father, and zany cat wrangler. #indiedev #linux #tech #raytracing #voxels #pathtracing #fedi22

Missing Deadlines
And of course we all have @troy_s to thank for making it and his tireless efforts to improve the state of shuffling pixels to the display :-)
@longbool Thanks a lot for sharing, Alex! :)

@longbool

is this implementation the version with insetting/outsetting and rotations?

@nihal_rahman nah I think that one would be more involved, I don't think I've seen implementations of that one yet (outside of the source)
@longbool i see, its still great nontheless, any good colormanagement is better than nothing