Shaders: How to draw high fidelity graphics with just x and y coordinates
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Re: Shaders: How to draw high fidelity graphics with just x and y coordinates
#2I skimmed it but didn't see any mention of "ray marching", which is raytracing done in a shader. GPUs are pretty fast now. You can just do that. However you do have to encode the scene geometry analytically in the shader - if you try to raytrace a big bag of triangles, it's still too slow. There's more info on this and other techniques at https://iquilezles.org/articles/
Re: Shaders: How to draw high fidelity graphics with just x and y coordinates
#3Re: Shaders: How to draw high fidelity graphics with just x and y coordinates
#4Re: Shaders: How to draw high fidelity graphics with just x and y coordinates
#5It seems that only 3 of them are ready tho. I'm not sure why it asked me to enter 'license key' (of what?)... are they paywalled?
Re: Shaders: How to draw high fidelity graphics with just x and y coordinates
#6Re: Shaders: How to draw high fidelity graphics with just x and y coordinates
#7Shaders technically don't even know their X and Y coordinates by default unless you specifically provide those, just as you can provide other coordinates (such as U and V for surfaces) or other values in general (either varying / input attributes, like fragment coordinates typically are, or uniforms, which are the same for every invocation).
im kind of a boomer regarding shaders but isnt gl_FragCoord always available?
Re: Shaders: How to draw high fidelity graphics with just x and y coordinates
#8This is really, really well made (and beautiful).
Re: Shaders: How to draw high fidelity graphics with just x and y coordinates
#9Re: Shaders: How to draw high fidelity graphics with just x and y coordinates
#10Shaders technically don't even know their X and Y coordinates by default unless you specifically provide those, just as you can provide other coordinates (such as U and V for surfaces) or other values in general (either varying / input attributes, like fragment coordinates typically are, or uniforms, which are the same for every invocation).
>Shaders technically don't even know their X and Y coordinates by default unless you specifically provide those im kind of a boomer regarding shaders but isnt gl_FragCoord always available?