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OldEclipse
304 posts


@XorDev Nice, I noticed that you get these interesting "wave" like patterns quite often when you put the iterator in some random function in for loops. Underrated effect
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@XorDev Yeah I agree. I made this while there was pretty strong sunlight on my screen so I didn't realize it but looking back now I definitely should have done something about the contrast😬
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@clippecac Beautiful! I'd crank up the contrast. Maybe square the output color?
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It's a beautiful world we live in. Let's be grateful for that
NASA@NASA
We see our home planet as a whole, lit up in spectacular blues and browns. A green aurora even lights up the atmosphere. That's us, together, watching as our astronauts make their journey to the Moon.
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@PAEz_ Cool! Lots of parameters to play with here for other interesting looks
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To see it in its full uncompressed real time glory check shadertoy: shadertoy.com/view/7f2GRW
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@Darkensses Not a lot, 414 characters on Shadertoy! shadertoy.com/view/fclGWs
Trying to find ways to make it look nice without calculating normals but might have to at some point... hard to highlight the shapes without shadows/ambient occ
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@clippecac That's pretty nice. I like the colors, how many lines of code? 🤓
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Thank you! I messed around with a lot of effects but the main ideas come down to three things:
1. Multi-level domain warping - a few randomly drifting focal points, each with a gaussian falloff, repeatedly warp the uv coordinates over several iterations. That's where the fluid feel comes from.
2. fBm finite-difference to fake surface normals for diffuse lighting.
3. Inverse-squared falloff caustics layered on top for that concentrated bright-spot feel, multiplied by sin wave to make it flicker.
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