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#shaderdev — Public Fediverse posts

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

  1. 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.

    github.com/IbrahimHindawi/masm

    #gamedev #vulkan #assembly #asm #masm64 #graphicsprogramming #lowlevel #handmade #baremetal #rendering #shaderdev #programming #devlog #indiedev #reverseengineering

  2. **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

  3. 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

  4. 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

  5. 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

  6. 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

  7. 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

  8. 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