WebGL Workshop retweeted
289 chars #つぶやきGLSL
for (O *= t;
O.a++ < 30.;
O += (1. + cos(k+k+t+vec4(0,1,2,0))) / 2e2 / L
)
p = R - vec3(F+F, R.y),
p = t/L*p - 3./R,
M(p.zx) M(p.yx)
p.x -= 2., t -= L - .1;
Real-time: shadertoy.com/view/dlc3Wl
WebGL Workshop retweeted
Working!
It looks like the same named attributes over all shaders.
@playcanvas
WebGL Workshop retweeted
Replying to @CarlBateman @playcanvas
Six days! Six bleedin' days! Trying to fix this!
Inverted bi-linear, bi-linear, non-affine? Nope
Quick fix was:
𝚐𝚕_𝙿𝚘𝚜𝚒𝚝𝚒𝚘𝚗 /= 𝚐𝚕_𝙿𝚘𝚜𝚒𝚝𝚒𝚘𝚗.𝚠;
but didn't seem to work.
Not the shader! Because I was tracking the wrong bloody thing--the player not the camera!
WebGL Workshop retweeted
Replying to @playcanvas
@playcanvas
The Portals implementation is coming along nicely.
Oh, wait. Oh. Oh, sherbert!
WebGL Workshop retweeted
Replying to @playcanvas
@playcanvas
Progress with a more ambitious Portals implementation.
WebGL Workshop retweeted
I’m revisiting implementing portals (as in the eponymous game(s)) in @PlayCanvas, having abandoned my first ill-fated endeavour. 🙄
I’m now adopting a mask-based approach with promising results. 🙂
Mask is top left, portal view is top right, main image the merged result.
InVideo.io are looking for Graphics Engineers (Mobile).
If you like writing shaders, come and join me.
linkedin.com/posts/ancyvergh…
WebGL Workshop retweeted
Just discovered this beautiful series «Erosion» by British artist and ceramicist @tamsinvanessen, love the material and intricate shapes of those
tamsinvanessen.com/#/erosion…





























