#shaderdev — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #shaderdev, aggregated by home.social.
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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 -
500 lines of pure x64 assembly.
Just to create a Vulkan instance.
No helpers. No C. No safety nets. Just raw MASM64 and the Vulkan headers.This is what low-level graphics looks like when you go all the way down.
Next up: surface and device creation.https://github.com/IbrahimHindawi/masm64-vulkan
#gamedev #vulkan #assembly #asm #masm64 #graphicsprogramming #lowlevel #handmade #baremetal #rendering #shaderdev #programming #devlog #indiedev #reverseengineering
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run cat run
(Sprites from OpenGameArt: minimalist sidescroll city sprites by Lanea Zimmerman, cat by Shepardskin)
#shaderdev #shadermagic #unity3d #indiegamedev #pixelart #gamedev #unityassets #retrographics
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**Shader dev struggles**
The reason I started working on my #photographysim was to see if I could leverage the N64's 3-point texture filter to create nice looking DOF blur. And... it's so much harder than I thought.
The test scene below tries to simulate a f/1.4, 85mm lens. But because I'm using texture filtering instead of true blur, increasing the blur just causes the shader to sample pixels further away, which is inaccurate.
Maybe mipmaps would help? #shaderdev #indiedev #wip #gamedev
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Experimenting with generating 16x16 pixel art tilesets in #Blender by using a compositing shader and some camera perspective tweaks. Palette quantization is still #wip because that's its own rabbit hole.
Best results are achieved by sticking to a grid, using 45-degree bevels, and retouching the output by hand.
I'll open source this when I'm done.
#screenshotsaturday #indiedev #indiegame #shaders #shaderdev #shadermagic #pixelartshader
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Late #ScreenshotSaturday : I made a little UI for my little CRT shader
Did you know you can make compile-time toggle switches? Instead of expensive if statements, they work through preprocessor `#if` statements. When a toggle is off, the corresponding code is not included in the final shader, and therefore doesn't consume any GPU resources at runtime.
#unity #Unity3D #shaders #ShaderDev #gamedev #indiedev #TechArt