effect glsl raymarching
Credits: inigo quilez, unc, levi, tekcor, m4d
ported some shaders from https://www.shadertoy.com/ ...
feel free to optimize and update this contribution.
0.4 Added a ray marched primitives and a substitute(string) for converting the GLSL, look out for matrices that haven't been fully initiated (overloaded, I think is the term)
yea nice one
good stuff, for those that have no idea about shaders, is it complicated to adapt shaders from shadertoys for use in vvvv? I see plenty of interesting material there
@matka: just compare the code from here with the oroginal code from shadertoy.com
@psylon start a thread and post where you've got,and maybe someone will help...
Seems like you could do a find and replace for many of them...
yo i added julia3d, metacubes by levi and infinite city by unc
wowow, nice contribution ;)
@tekcor: infinite city is not mine, i just helped porting it=)
yea actually the authoring here is a mess anyway.. in the end the shaders are from the people who put it on shadertoy, i just wrote who ported it.
Hey Sebls...Really nice work!!! thanks for sharing...do you actually know why there are those framerate drops? Do you experienced the same?
hey mio, i didn't recognize framerate drops. which shader? did you query/timestamp the shader to find out how much time it needs?
maybe you're talking about an issue that is now solved with b32.1 and latest dx11.
nice , thanks
cool stuff bro, well done
irwin, idwyr is not bro, rather sistah ::]
lol damn yeah,
sorry idwyr, my apologies.
lecloneur, bro is ok!
nice work, i really like the cloud conversion and would like to use it.
does the camera needs to be within the shader or can it be outsourced as well?
since i am not as good in hlsl yet, i was wondering if you or anyone in this community would be able to take out the camera so the shader can be used with a camera (transform softimage) attached to the renderer. my attempts weren't too successful yet. i'll keep trying. thx
virtous hey, i did not do the port of that one, but check out simple cam version https://drive.google.com/file/d/0BzGghep_Da_1V3Rjc3c5bmhkTkE/view?usp=sharing and ping me on skype if have questions ))
thank you very much! great job. helps me a lot atm.
I just made an update with new additions and fixes. enjoy!
awesome! love this!
so im totally new to hlsl, and admittedly its all completely abstract to me. (Coming from Cinema4D world, i just assumed a shader was simply a method of dressing a shape in 3d space... )
this stuff appears to be rocket science!
as an example, i saw "sculpture III" and had my socks blown clean off. the scope here for procedural dirt/rust maps is astonishing. this said, im struggling to get the generated geometry into my scene, it appears to only be a 2d texture...
... can i not add realtime shadows? dof? etc? control camera movement? is there even geometry generated..?
Most of the shadertoys effects are using a technique called Raymarching. If you want to add elements to the scene you should follow the same procedure. There are plenty of examples on how to achieve shadow mapping, reflections, DOF on the shadertoys site or even here inside the contribution. If you look inside "infinite city" a camera has been implemented there.
Some of the effects could be achieved on the geometry/vertex level.
This "sculpture" thing is based on some sine deformations of a sphere.
I quickly hooked up an example for you showing this for the sinederformation.fx:
hope that helps.
Here's an example showing how to merge two shadertoys shaders together.
Adding reflections and shadows to the ribbons.fx from this contribution.
Hope that will be usefull to someone..
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