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#shadertoy — Public Fediverse posts

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

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  1. The ShaderToy Competition is NOW LIVE!
    Try your hand at creating 3D computer graphics in the GLSL language, with 3 fun categories: general, code golf, and challenge. Choose one, or submit a Shader for all 3!
    No previous experience with 3D graphics is required & cool prizes are up for grabs!

    Submission deadline is September 4th, 2026 at 11:59pm EST
    Please direct all inquiries to [email protected]

    Full rules & Info HERE
    hackf.org/shadertoy-contest/
    #WindsorTech #ShaderToy #Competition

  2. The ShaderToy Competition is NOW LIVE!
    Try your hand at creating 3D computer graphics in the GLSL language, with 3 fun categories: general, code golf, and challenge. Choose one, or submit a Shader for all 3!
    No previous experience with 3D graphics is required & cool prizes are up for grabs!

    Submission deadline is September 4th, 2026 at 11:59pm EST
    Please direct all inquiries to [email protected]

    Full rules & Info HERE
    #WindsorTech #ShaderToy #Competition

  3. The ShaderToy Competition is NOW LIVE!
    Try your hand at creating 3D computer graphics in the GLSL language, with 3 fun categories: general, code golf, and challenge. Choose one, or submit a Shader for all 3!
    No previous experience with 3D graphics is required & cool prizes are up for grabs!

    Submission deadline is September 4th, 2026 at 11:59pm EST
    Please direct all inquiries to [email protected]

    Full rules & Info HERE
    hackf.org/shadertoy-contest/
    #WindsorTech #ShaderToy #Competition

  4. Oh, joy! 🎉 Another way to make #graphics #programming even more impenetrable by using #assembly #language. Because, clearly, the problem with Shader Toy was that it was just too accessible and user-friendly. 🙄
    wegfawefgawefg.github.io/asm-s #ShaderToy #accessibility #coding #humor #HackerNews #ngated

  5. Oh, joy! 🎉 Another way to make #graphics #programming even more impenetrable by using #assembly #language. Because, clearly, the problem with Shader Toy was that it was just too accessible and user-friendly. 🙄
    wegfawefgawefg.github.io/asm-s #ShaderToy #accessibility #coding #humor #HackerNews #ngated

  6. Oh, joy! 🎉 Another way to make #graphics #programming even more impenetrable by using #assembly #language. Because, clearly, the problem with Shader Toy was that it was just too accessible and user-friendly. 🙄
    wegfawefgawefg.github.io/asm-s #ShaderToy #accessibility #coding #humor #HackerNews #ngated

  7. Oh, joy! 🎉 Another way to make #graphics #programming even more impenetrable by using #assembly #language. Because, clearly, the problem with Shader Toy was that it was just too accessible and user-friendly. 🙄
    wegfawefgawefg.github.io/asm-s #ShaderToy #accessibility #coding #humor #HackerNews #ngated

  8. Oh, joy! 🎉 Another way to make #graphics #programming even more impenetrable by using #assembly #language. Because, clearly, the problem with Shader Toy was that it was just too accessible and user-friendly. 🙄
    wegfawefgawefg.github.io/asm-s #ShaderToy #accessibility #coding #humor #HackerNews #ngated

  9. Six months until Halloween.

    Radiosity-based real-time rendering experiment I made last year within Shadertoy's constraints (pure shader code, not loading any meshes or textures, no compute shaders).

    shadertoy.com/view/3XXfDS

    #shader #shadertoy #glsl #webgl #graphics #graphicsprogramming #rendering #realtimerendering #realtimegraphics #halloween

  10. Six months until Halloween.

    Radiosity-based real-time rendering experiment I made last year within Shadertoy's constraints (pure shader code, not loading any meshes or textures, no compute shaders).

    shadertoy.com/view/3XXfDS

    #shader #shadertoy #glsl #webgl #graphics #graphicsprogramming #rendering #realtimerendering #realtimegraphics #halloween

  11. Six months until Halloween.

    Radiosity-based real-time rendering experiment I made last year within Shadertoy's constraints (pure shader code, not loading any meshes or textures, no compute shaders).

    shadertoy.com/view/3XXfDS

    #shader #shadertoy #glsl #webgl #graphics #graphicsprogramming #rendering #realtimerendering #realtimegraphics #halloween

  12. Six months until Halloween.

    Radiosity-based real-time rendering experiment I made last year within Shadertoy's constraints (pure shader code, not loading any meshes or textures, no compute shaders).

    shadertoy.com/view/3XXfDS

    #shader #shadertoy #glsl #webgl #graphics #graphicsprogramming #rendering #realtimerendering #realtimegraphics #halloween

  13. #VirtualDJ kann endlich wieder auf #Shadertoy zugreifen. Nicht nur das! Jetzt kann man auch noch Videos per #KI erstellen. Wie geil ist das denn? Du willst mehr wissen? Lesen:
    nerd-o-mania.de/wordpress/2026

  14. Obligatory animation using my SDF approximation of Keenan Crane's "Spot" model (pure shader code, not using a texture or mesh).
    shadertoy.com/view/WXtBWf

    #shader #shadertoy #glsl #webgl #graphics #graphicsprogramming #rendering

  15. Obligatory animation using my SDF approximation of Keenan Crane's "Spot" model (pure shader code, not using a texture or mesh).
    shadertoy.com/view/WXtBWf

    #shader #shadertoy #glsl #webgl #graphics #graphicsprogramming #rendering

  16. Obligatory animation using my SDF approximation of Keenan Crane's "Spot" model (pure shader code, not using a texture or mesh).
    shadertoy.com/view/WXtBWf

    #shader #shadertoy #glsl #webgl #graphics #graphicsprogramming #rendering

  17. Obligatory animation using my SDF approximation of Keenan Crane's "Spot" model (pure shader code, not using a texture or mesh).
    shadertoy.com/view/WXtBWf

    #shader #shadertoy #glsl #webgl #graphics #graphicsprogramming #rendering

  18. Obligatory animation using my SDF approximation of Keenan Crane's "Spot" model (pure shader code, not using a texture or mesh).
    shadertoy.com/view/WXtBWf

    #shader #shadertoy #glsl #webgl #graphics #graphicsprogramming #rendering

  19. This might be a bit niche, but here's my Shadertoy SDF approximation (pure shader code, no mesh or texture is used) of Keenan Crane's "Spot" cow model:
    shadertoy.com/view/t3tfD4

    Code is MIT licensed and is also in GitHub just in case it is useful to anyone else:
    github.com/kaiavintr/spot_appr

    #shader #shadertoy #glsl #webgl #graphics #graphicsprogramming #rendering

  20. This might be a bit niche, but here's my Shadertoy SDF approximation (pure shader code, no mesh or texture is used) of Keenan Crane's "Spot" cow model:
    shadertoy.com/view/t3tfD4

    Code is MIT licensed and is also in GitHub just in case it is useful to anyone else:
    github.com/kaiavintr/spot_appr

    #shader #shadertoy #glsl #webgl #graphics #graphicsprogramming #rendering

  21. This might be a bit niche, but here's my Shadertoy SDF approximation (pure shader code, no mesh or texture is used) of Keenan Crane's "Spot" cow model:
    shadertoy.com/view/t3tfD4

    Code is MIT licensed and is also in GitHub just in case it is useful to anyone else:
    github.com/kaiavintr/spot_appr

    #shader #shadertoy #glsl #webgl #graphics #graphicsprogramming #rendering

  22. This might be a bit niche, but here's my Shadertoy SDF approximation (pure shader code, no mesh or texture is used) of Keenan Crane's "Spot" cow model:
    shadertoy.com/view/t3tfD4

    Code is MIT licensed and is also in GitHub just in case it is useful to anyone else:
    github.com/kaiavintr/spot_appr

    #shader #shadertoy #glsl #webgl #graphics #graphicsprogramming #rendering

  23. This might be a bit niche, but here's my Shadertoy SDF approximation (pure shader code, no mesh or texture is used) of Keenan Crane's "Spot" cow model:
    shadertoy.com/view/t3tfD4

    Code is MIT licensed and is also in GitHub just in case it is useful to anyone else:
    github.com/kaiavintr/spot_appr

    #shader #shadertoy #glsl #webgl #graphics #graphicsprogramming #rendering

  24. Trying a different environment map with an old Shadertoy shader that I wrote...
    Environment is San Giuseppe Bridge in Venice, from Poly Haven.
    Shader is here: shadertoy.com/view/ddsyD8
    (See higher resolution screenshots in reply for alt. text)
    #graphics #shader #shadertoy #glsl #webgl #graphicsprogramming #rendering #realtimerendering #realtime #realtimegraphics

  25. Luminescent Growth

    Stateless shader based on Phacelle Noise. Video compression makes it pale; it looks better in the Shadertoy: shadertoy.com/view/tXGcWR

    #ProcGen #Shaders #Shadertoy

  26. Luminescent Growth

    Stateless shader based on Phacelle Noise. Video compression makes it pale; it looks better in the Shadertoy: shadertoy.com/view/tXGcWR

    #ProcGen #Shaders #Shadertoy

  27. Luminescent Growth

    Stateless shader based on Phacelle Noise. Video compression makes it pale; it looks better in the Shadertoy: shadertoy.com/view/tXGcWR

    #ProcGen #Shaders #Shadertoy

  28. Luminescent Growth

    Stateless shader based on Phacelle Noise. Video compression makes it pale; it looks better in the Shadertoy: shadertoy.com/view/tXGcWR

    #ProcGen #Shaders #Shadertoy

  29. Luminescent Growth

    Stateless shader based on Phacelle Noise. Video compression makes it pale; it looks better in the Shadertoy: shadertoy.com/view/tXGcWR

    #ProcGen #Shaders #Shadertoy

  30. I made a directional noise type I call Phacelle Noise which is pretty fast!

    Is it new or does something functionally identical already exist out there? I don't know! But I didn't come across one like this yet anyway, so here's my findings:
    blog.runevision.com/2026/01/ph

    If you can add any insight, please do :)
    #Graphics #Shaders #Shadertoy

  31. I made a directional noise type I call Phacelle Noise which is pretty fast!

    Is it new or does something functionally identical already exist out there? I don't know! But I didn't come across one like this yet anyway, so here's my findings:
    blog.runevision.com/2026/01/ph

    If you can add any insight, please do :)
    #Graphics #Shaders #Shadertoy

  32. I made a directional noise type I call Phacelle Noise which is pretty fast!

    Is it new or does something functionally identical already exist out there? I don't know! But I didn't come across one like this yet anyway, so here's my findings:
    blog.runevision.com/2026/01/ph

    If you can add any insight, please do :)
    #Graphics #Shaders #Shadertoy

  33. I made a directional noise type I call Phacelle Noise which is pretty fast!

    Is it new or does something functionally identical already exist out there? I don't know! But I didn't come across one like this yet anyway, so here's my findings:
    blog.runevision.com/2026/01/ph

    If you can add any insight, please do :)
    #Graphics #Shaders #Shadertoy

  34. I made a directional noise type I call Phacelle Noise which is pretty fast!

    Is it new or does something functionally identical already exist out there? I don't know! But I didn't come across one like this yet anyway, so here's my findings:
    blog.runevision.com/2026/01/ph

    If you can add any insight, please do :)
    #Graphics #Shaders #Shadertoy

  35. I ported it to here if someone wants to play with it: shadertoy.com/view/W33cDs