Experiments in mixed rendering in Flitter

The lava blobs are SDF surfaces rendered with a custom shader and the green sphere is a triangle mesh rendered with the normal lighting shader. The same lighting is passed into both renderers and they output into the same colour and depth buffers

Code here if anyone is interested:
https://github.com/jonathanhogg/flitter-examples/blob/main/genuary2024/day29.fl

#FlitterLang #GenerativeArt #ProceduralArt

flitter-examples/genuary2024/day29.fl at main · jonathanhogg/flitter-examples

A collection of mini visual artworks written in the Flitter visuals language - jonathanhogg/flitter-examples

GitHub
@jonathanhogg I very much like the molten glass look!
@C_Bugs_B Thank you! I actually have support for translucency approximation in the Flitter mesh shader, but this custom SDF shader doesn't support it. It’d probably be interesting to try and do so…
@jonathanhogg Honestly, this conversation is at about my level of "hmm, yes, I recognise many of these words". I know what a shader is, but that's about the limit of my knowledge. I just skimmed the Flitter examples folder though, it looks very approachable to play with! I'll have to give it a try when I'm back with a computer.

@C_Bugs_B generally you can use Flitter without writing shaders (and I mostly do). I ought to stick screenshots into the flitter-examples repo (the way I do for the examples folder in the main repo) so that you can see what each example actually does…

Do have a play if you get a chance and let me know what you think. I develop Flitter entirely in a vacuum for my own use/enjoyment at the moment.