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#shaderast — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #shaderast, aggregated by home.social.

  1. (Yet another) 1-minute excerpt of an #Umbra variation, one of my recent algorithmic/generative realtime animation art pieces, constantly evolving and exhibited exclusively on Layer.

    Very much love this color theme, especially after ~15 seconds... 🤌

    (See above hashtag for other clips)

    Made with ❤️ and my opensource thi.ng/umbrella tools... #NoAI

    #GenerativeArt #AlgrorithmicArt #AbstractArt #Art #Animation #Video
    #ThingUmbrella #TypeScript #ShaderAST #Color

  2. (Yet another) 1-minute excerpt of an #Umbra variation, one of my recent algorithmic/generative realtime animation art pieces, constantly evolving and exhibited exclusively on Layer.

    Very much love this color theme, especially after ~15 seconds... 🤌

    (See above hashtag for other clips)

    Made with ❤️ and my opensource thi.ng/umbrella tools... #NoAI

    #GenerativeArt #AlgrorithmicArt #AbstractArt #Art #Animation #Video
    #ThingUmbrella #TypeScript #ShaderAST #Color

  3. Another 1-minute excerpt of an #Umbra variation, one of my recent algorithmic/generative realtime animation art pieces, constantly evolving and exhibited exclusively on Layer.

    (See above hashtag for other clips)

    Made with ❤️ and my opensource thi.ng/umbrella tools... #NoAI

    #GenerativeArt #AlgrorithmicArt #AbstractArt #Art #Animation #Video
    #ThingUmbrella #TypeScript #ShaderAST

  4. Another 1-minute excerpt of an #Umbra variation, one of my recent algorithmic/generative realtime animation art pieces, constantly evolving and exhibited exclusively on Layer.

    (See above hashtag for other clips)

    Made with ❤️ and my opensource thi.ng/umbrella tools... #NoAI

    #GenerativeArt #AlgrorithmicArt #AbstractArt #Art #Animation #Video
    #ThingUmbrella #TypeScript #ShaderAST

  5. Been working on some additions/adjustments for #Umbra, one of my recent algorithmic/generative art pieces, currently shown exclusively on Layer.

    Here's a 3 minute segment (of an infinite realtime animation). Give it time to develop/change! Fullscreen playback probably best...

    Made with thi.ng/shader-ast (transpile TypeScript to GLSL) & thi.ng/webgl-shadertoy

    Let's hope the video compression gods are kind to this one...

    (Ps. Alas Firefox still doesn't support Rec.2020 color in video, so use Chrome/Safari for best viewing experience)

    #GenerativeArt #Generative #AlgrorithmicArt #AbstractArt #Art #Texture #TypeScript #ShaderAST #ThingUmbrella #NoAI

  6. Been working on some additions/adjustments for #Umbra, one of my recent algorithmic/generative art pieces, currently shown exclusively on Layer.

    Here's a 3 minute segment (of an infinite realtime animation). Give it time to develop/change! Fullscreen playback probably best...

    Made with thi.ng/shader-ast (transpile TypeScript to GLSL) & thi.ng/webgl-shadertoy

    Let's hope the video compression gods are kind to this one...

    (Ps. Alas Firefox still doesn't support Rec.2020 color in video, so use Chrome/Safari for best viewing experience)

    #GenerativeArt #Generative #AlgrorithmicArt #AbstractArt #Art #Texture #TypeScript #ShaderAST #ThingUmbrella #NoAI

  7. #ReleaseFriday 🚀 - This week's #ThingUmbrella releases are mainly related to ShaderAST & ongoing repo-wide documentation updates of all 190 packages...

    thi.ng/shader-ast — Added polymorphic syntax sugar versions of various math ops to simplify "self-assignments" aka ops in the form of `x = x+ 2`, which would in shader AST syntax looked like `assign(x, add(x, 2))`, now `addSelf(x, 2)`... See changelog & docs for details of supported ops.

    thi.ng/shader-ast-stdlib — The "standard library" for thi.ng/shader-ast has had several new additions of useful helpers & metaprogramming tools, e.g. a new `branches()` function (see screenshot) to simplify n-ary A/B testing of params (or debugging of shader outputs) as is commonly done by e.g. visualizing different versions as columns based on fragment position. Other additions include surface normal calculation from a 2D terrain/grayscale texture (e.g. for GIS or fluid sims), float packing/unpacking (to/from 8bit/channel RGBA textures as a lot of mobile devices _still_ don't support float render textures in WebGL)...

    thi.ng/shader-ast-optimize — This package is used to apply various optimizations on a given shader AST program (or expression). Recursive constant folding has been extended to more ops & built-in functions. There's also a new wrapper function `defOptimized()` which can be used in place of `defMain()` to create auto-optimized shader main functions. The new version also has several bug fixes and more tests... See updated readme for examples.

    As mentioned in earlier toots, I've also been doing several large rounds/commits of general documentation related updates/revamps, incl. updating all code examples in readmes & API docs to provide all required import statements, writing a new tooling (see below) to extract said code blocks from their original files and export them to their own source files for easier testing/trying them out from the command line. That work is only partially completed (with still hundreds of files to edit/update), but if you've got a clone of the thi.ng/umbrella repo, you can already try it out by running `yarn tool:tangle` (to extract examples from API docs in source files) or `yarn doc:readme` (to extract from readmes). In both cases, make sure your first build everything via `yarn build`. The tools will log where each of the examples is written to. Once I'm done, there will be ~800 example files extracted via this process... 💪

    #TypeScript #JavaScript #ShaderAST #WebGL #Documentation #OpenSource

  8. #ReleaseFriday 🚀 - This week's #ThingUmbrella releases are mainly related to ShaderAST & ongoing repo-wide documentation updates of all 190 packages...

    thi.ng/shader-ast — Added polymorphic syntax sugar versions of various math ops to simplify "self-assignments" aka ops in the form of `x = x+ 2`, which would in shader AST syntax looked like `assign(x, add(x, 2))`, now `addSelf(x, 2)`... See changelog & docs for details of supported ops.

    thi.ng/shader-ast-stdlib — The "standard library" for thi.ng/shader-ast has had several new additions of useful helpers & metaprogramming tools, e.g. a new `branches()` function (see screenshot) to simplify n-ary A/B testing of params (or debugging of shader outputs) as is commonly done by e.g. visualizing different versions as columns based on fragment position. Other additions include surface normal calculation from a 2D terrain/grayscale texture (e.g. for GIS or fluid sims), float packing/unpacking (to/from 8bit/channel RGBA textures as a lot of mobile devices _still_ don't support float render textures in WebGL)...

    thi.ng/shader-ast-optimize — This package is used to apply various optimizations on a given shader AST program (or expression). Recursive constant folding has been extended to more ops & built-in functions. There's also a new wrapper function `defOptimized()` which can be used in place of `defMain()` to create auto-optimized shader main functions. The new version also has several bug fixes and more tests... See updated readme for examples.

    As mentioned in earlier toots, I've also been doing several large rounds/commits of general documentation related updates/revamps, incl. updating all code examples in readmes & API docs to provide all required import statements, writing a new tooling (see below) to extract said code blocks from their original files and export them to their own source files for easier testing/trying them out from the command line. That work is only partially completed (with still hundreds of files to edit/update), but if you've got a clone of the thi.ng/umbrella repo, you can already try it out by running `yarn tool:tangle` (to extract examples from API docs in source files) or `yarn doc:readme` (to extract from readmes). In both cases, make sure your first build everything via `yarn build`. The tools will log where each of the examples is written to. Once I'm done, there will be ~800 example files extracted via this process... 💪

    #TypeScript #JavaScript #ShaderAST #WebGL #Documentation #OpenSource