#hlsl — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #hlsl, aggregated by home.social.
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Can any #shader guru explain why the first statement gives weird artifacts, and the second one doesn't? Why are they not equivalent?
lut_index_a is indirectly derived from a varying float that comes in from the vertex shader.
The artifacts seem to be occurring in 8x8 pixel blocks which are tied to the viewport, not the geometry.
Using an AMD Radeon RX 7600 on Arch Linux, I think with the Mesa driver.
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If you're at SIGGRAPH 2026, don't miss the Real-Time Shading BOF — Tuesday, July 21, 1:00–3:00 PM PDT, Room 518
Special guest speaker, Ken Perlin, will be presenting, "The birth of Procedural Shaders." Don't miss it!
https://www.khronos.org/events/siggraph-2026?utm_medium=social&utm_source=bsky&utm_campaign=Shader_BOF&utm_content=events
#Shaders #SIGGRAPH2026 #glsl #hlsl #slang #wgsl #osl -
Рендеринг миллионов динамических связей: O(1) вместо O(N²) (но это не точно)
Привет, Хабр! В предыдущей публикации про рендеринг космического окружения в игре The 13th Sign, я обещал рассказать про то, как мы рисуем частицами персонажей. Задача уже решена и статья скоро будет, но в процессе разработки я наткнулся на кое-что не менее интересное. Под катом, конечно же, трюк – бесплатных пирожных в математике не бывает.
https://habr.com/ru/articles/1053922/
#шейдеры #gpu #vertex_shader #стохастика #оптимизация #vfx #hlsl #процедурная_графика
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The Khronos Group is running a survey on the broader shader ecosystem — languages, tools, pain points, and where standardization is needed most. If you write shading code in any language (Slang, HLSL, GLSL, WGSL, etc.), your input helps shape where Khronos focuses next.
Results will be shared at the SIGGRAPH Real-Time Shading BOF this year.
Deadline: July 10
Take the survey: https://www.surveymonkey.com/r/LKWFQ3M
It's anonymous and only takes a few minutes.
#HLSL #DirectX #GraphicsProgramming #ShaderDev -
Announcing Shader Model 6.10 Preview and AgilitySDK 720 Preview
https://devblogs.microsoft.com/directx/shader-model-6-10-agilitysdk-720-preview/
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2 weeks until our first @vvvv weekend #workshop with @remony in our space in #Berlin, all about particles and shaders and whatnot! So far we have 2 signups - with 3 more we can make it happen.
Please spread the word!
https://pixel-forest.com/workshops/interactive-particle-systems-in-vvvv-with-rosi-grillmair/
#vvvv #hlsl #stride @xenko #creativecoding #generativeart #newmediaart #shader #audiovisual #visuals
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Идеальный Outline в Unity 6: Пишем эффект обводки под новый URP Render Graph
Если вы недавно обновились до Unity 6 (или URP 17+) и попытались перенести свои старые пост-эффекты, то наверняка столкнулись с красной консолью и предупреждениями об устаревших методах. Старые туториалы по созданию эффекта обводки (Outline) через ScriptableRendererFeature больше не работают "из коробки". Unity полностью изменила архитектуру рендера, внедрив Render Graph . Старый добрый метод Execute канул в Лету, а fullscreenMesh заменили на Blitter . В этой статье мы не просто перепишем классический эффект Outline под новые реалии Unity 6. Мы решим две главные проблемы подобных шейдеров, о которых часто умалчивают в гайдах.
https://habr.com/ru/articles/1022412/
#unity_6 #urp #render_graph #outline #шейдеры #gamedev #cel_shading #hlsl #обводка #разработка_игр
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Sooo, I want to sample mipmaps in a compute shader via "sampleGrad".
Does anyone know what the state-of-the-art is for deriving ddx and ddy for uv-coords in a compute shader?
I don't want to store the UV's derivatives in a G-buffer if possible.
#rendering #glsl #slang #hlsl #shader #gpgpu #vulkan #opengl
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We're excited to announce that the slides and videos from the inaugural Shading Languages Symposium are now available! Catch up on all the proceedings and join us next year!
https://www.khronos.org/events/shading-languages-symposium-2026
#shading #shaders #programming #Slang #GLSL #HLSL #SPIRV #glslang #WESL #WGSL #OSL #Gigi #vkDuck -
We are very excited for next week's Shading Language Symposium in San Diego!
This event will bring together graphics and computer shader programmers, researchers and technical artists with shading language implementers to explore the landscape of shading languages, their future development, and the role how new techniques such as neural graphics will play in shaping the future of real-time rendering.
Learn more: https://www.khronos.org/events/shading-languages-symposium-2026
#glsl #hlsl #osl #slang #spirv #wgsl -
✨🎨 Breaking news: yet another tech genius spends holiday break inventing a #printf #hack for #HLSL because, clearly, what the world needs now is more ways to debug shaders. 🙄 Meanwhile, in a shocking turn of events, we discover people might actually want useful tools. Who would've guessed?! 💡🔍
https://www.abolishcrlf.org//2025/12/31/Printf.html #technews #shaderdebugging #innovation #HackerNews #ngated -
An Experimental Approach to Printf in HLSL
https://www.abolishcrlf.org//2025/12/31/Printf.html
#HackerNews #Experimental #HLSL #Printf #Graphics #Programming #Shader #Techniques
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Early Bird pricing for the Shading Language Symposium ends on January 18th. Register now to attend this inaugural, ground-breaking event that will bring together graphics and computer shader programmers, researchers and technical artists with shading language implementers to explore the landscape of shading languages, their future development, and new techniques.
https://www.khronos.org/events/shading-languages-symposium-2026
#shaders #shading #language #programming #developer #GLSL #HLSL #OSL #Slang #SPIR-V #WGSL -
Oriol Engine: как мы решили проблему кросс-компиляции шейдеров
${habrauser} , Привет! При разработке игрового фреймворка Oriol Engine (которая, к слову, до сих пор ведётся) мы столкнулись с проблемой написания шейдеров для Cross-API рендеринга. В RHI-слой данного фреймворка было запланировано добавить поддержку таких графических API , как DX11/DX12 , OpenGL и Vulkan . И вот тут возникает вопрос: как же писать шейдеры на одном языке и обеспечить их поддержку на других графических API ?
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Khronos announced the inaugural Shading Languages Symposium, that will take place on February 12-13, 2026, in San Diego, California. The symposium will bring together developers, implementors, researchers, and technical artists to explore the current state and future development of #shading languages and real-time #rendering technologies. The open call for submissions for the symposium closes on October 12, 2025.
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Зажигаем миллиард цветов миллионом строк
Надругательство над C# , C++ и HLSL , игрища с булками и буферами, тройная полиглотность, SIMD , пепекторы, DirectX , экономия 800 Тб ОЗУ, быстрая степень и многое другое. В этой части я расскажу и покажу, как делал софт на собственном фреймворке, который управляет ядерной подсветкой и механической видеостеной. Осторожно, трафик!
https://habr.com/ru/articles/902040/
#c# #net #C++ #hlsl #directx #подсветка #мониторы_и_тв #simd #ненормальное_программирование #программирование
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"The Pulse of Life"
See the full length version in 4k 60fps and high quality on YouTube:
https://youtu.be/H4_xDeKsdbM#Tooll3 #realtime #newmediaart #abstractart #generativeart #particles #livingpainting #creativecoding #hlsl #gpu #shader #generative #procedural #visualart #audioreactive #soundreactive #sounddesign #Zen #wuwei #dao #taichi #chigong #flow #beherenow #visualizer #visualiser
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Feel the pulse of life inside of you.
Your heart, your breath, your energy.
Listen close and listen well.
This is the real you.
The one that you have to take good care of.Exploring Tooll3 "Main" with SDF-fields and custom Turbulence.
#Tooll3 #realtime #newmediaart #abstractart #generativeart #particles #livingpainting #creativecoding #hlsl #gpu #shader #generative #procedural #audioreactive #soundreactive #audiovisual #Zen #wuwei #dao #taichi #chigong #flow #beherenow #visualiser #mastoart
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"Munching Squares" Feedback
Full version in 4k 60fps on YouTube:
https://youtu.be/8RCJNLfFWAg#mastoart #Tooll3 #munchingcubes #art #algorithm #math #realtime #newmediaart #abstractart #generativeart #feedback #livingpainting #creativecoding #hlsl #gpu #shader #generative #procedural #visualart #audioreactive #soundreactive #sounddesign #Zen #wuwei #dao #chigong #taichi #meditation #energy #flow
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"Munching Squares" Feedback
An experiment with this deceivingly simple algorithm in Tooll3, adding feedback for smoother changes and some organic flow.
Music created with "Plasmonic".
#mastoart #Tooll3 #munchingcubes #art #algorithm #math #realtime #newmediaart #abstractart #generativeart #feedback #livingpainting #creativecoding #hlsl #gpu #shader #generative #procedural #visualart #audioreactive #soundreactive #sounddesign #Zen #wuwei #dao #chigong #taichi #meditation #energy #flow
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"The Engine of Time"
High quality version in 4k 60fps on YouTube: https://youtu.be/HMVZp_tsSlM
#mastoart #Tooll3 #SDF #fields #force #math #realtime #newmediaart #abstractart #generativeart #particles #livingpainting #creativecoding #hlsl #gpu #shader #generative #procedural #visualart #audioreactive #soundreactive #Zen #wuwei #dao
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"The Engine of Time"
This is how time is made, from quantum streams of energy in perpetual flux, the rhythm of life itself.
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Finally trying out the new version of Tooll3 ("main") that now offers SDF fields for selection, as forces and for raymarching.
#mastoart #Tooll3 #SDF #fields #force #math #realtime #newmediaart #abstractart #generativeart #particles #livingpainting #creativecoding #hlsl #gpu #shader #generative #procedural #visualart #audioreactive #soundreactive #Zen #wuwei #dao
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"The Tides · Of Life"
The creation of the sculptureFind the full quality videos of the installation also on YouTube:
https://www.youtube.com/playlist?list=PLBd7EiaFUofgeUCavf6GkTwLx0yzj3MTL#mastoart #art #3dprinting #3d #lamp #PLA #Cura #LED #Rhino #Softimage #XSI #Klipper #Creality #Ender5Plus #projectionmapping #Tooll3 #realtime #newmediaart #abstractart #generativeart #particles #livingpainting #creativecoding #hlsl #gpu #shader #generative #procedural #visualart #sounddesign #Zen #wuwei #dao #taichi #chigong #energy #flow
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"URBANFLOW.art" #Physarum #Simulation
4 million particles that look straight ahead, to the left and right and decide where to go by where it is brightest.
Find the full animation in 4k 60fps on YouTube:
https://youtu.be/A6EcsqwuWG0#3d #mastoart #Tooll3 #realtime #newmediaart #abstractart #generativeart #particles #livingpainting #creativecoding #hlsl #gpu #shader #generative #procedural #visualart #audioreactive #soundreactive #sounddesign #Zen #healing #math #opensource #recording #soundscape
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"URBANFLOW.art" #Physarum #Simulation
So my research and development is bearing fruit:
Today I tried out using my new physarum force with SDF-text in the form of our Media·Art studios name https://UrbanFlow.art
And together with several other forces this turned out beautiful!#mastoart #Tooll3 #realtime #newmediaart #abstractart#particles #livingpainting #creativecoding #hlsl #gpu #shader #generative #procedural #visualart #audioreactive #sounddesign #Zen #opensource #recording #soundscape
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"Stream of Consciousness" · Physarum simulation
The full length animation in 4k @60fps on YouTube:
https://youtu.be/BQ_UECtrAA8Another R&D test with my HLSL compute shader physarum force for Tooll3.
#Tooll3 #realtime #newmediaart #abstractart #generativeart #particles #livingpainting #creativecoding #hlsl #gpu #shader #generative #procedural #visualart #audioreactive #soundreactive #sounddesign #Zen #wuwei #dao #math #soundpaint #battalion #bitwig #physarum #simulation