Write shaders for the (sim) Vegas sphere
21–30 of 91 posts
Re: Write shaders for the (sim) Vegas sphere
#22Earlier quoted context omitted.
GLSL - OpenGL Shader Language Definitely check out ShaderToy to see many other examples: https://www.shadertoy.com/
Ah, thanks! I was trying to copy-paste some examples and they didn't quite work -- it looks like ShaderToy exposes a mainImage(out vec4, in vec2) function with a different signature than the simulation-Sphere site wants. For example there's no main() method in here [0] and I wasn't sure how to translate that to the sphere's expected inputs. [0] https://www.shadertoy.com/view/Ms2SDc
* the void main() declaration difference
* the inclusion of iTime vs time
* gl_FragColor vs fragcolor
Also, the demo adds:
uniform float time;
varying vec2 vUv;
varying vec3 vNormal;
I think those are the biggest differences.
Re: Write shaders for the (sim) Vegas sphere
#23Re: Write shaders for the (sim) Vegas sphere
#24[flagged]
Please do not
Anyone on HN who wants to see GPT code is able to do it themselves. Using it to get attention from other people who are expecting to see your thoughts/experience/advice is not cool, any more than answering people's questions with cut-n-pasted search engine results would be.
Re: Write shaders for the (sim) Vegas sphere
#25Here's a static penrose tiling. https://gist.github.com/vjeranc/265db912d4004c7c0b0f16ae5fda... Interestingly, sphere is not infinite so having this aperiodic tiling is pointless (still looks nice). Although, I never found out if there's a similar set of tiles (or a monotile) that can tile an infinite cone.
For physical tiles, clearly not as the curvature would be wrong. I'm sure there remain interesting questions, but it's not sufficiently obvious to me what projection makes sense that I'm able to get further into the problem.
Re: Write shaders for the (sim) Vegas sphere
#26Here's a static penrose tiling. https://gist.github.com/vjeranc/265db912d4004c7c0b0f16ae5fda... Interestingly, sphere is not infinite so having this aperiodic tiling is pointless (still looks nice). Although, I never found out if there's a similar set of tiles (or a monotile) that can tile an infinite cone.
Re: Write shaders for the (sim) Vegas sphere
#27From the structure itself to the syncing thousands of LED panels inside the sphere and outside the sphere, while keeping them cooled in Vegas while keeping it cool enough and ventilated inside for a seating capacity of 18 000 people.
There are run-of-the mill office buildings which fail to provide adequate ventilation.
Re: Write shaders for the (sim) Vegas sphere
#28Offtopic but what fascinates me is how big of an actual engineering project The Sphere is. From the structure itself to the syncing thousands of LED panels inside the sphere and outside the sphere, while keeping them cooled in Vegas while keeping it cool enough and ventilated inside for a seating capacity of 18 000 people. There are run-of-the mill office buildings which fail to provide adequate ventilation.
Re: Write shaders for the (sim) Vegas sphere
#29Very well done. Bright lights even bleed (not sure the right word) beyond the border of the sphere to simulate atmosphere (or lens?) effects.
An effect called "bloom" in computer graphics
> the spreading of light beyond its proper boundaries to form a fog around the edges of a bright image in a photograph or on a television screen
Re: Write shaders for the (sim) Vegas sphere
#30Offtopic but what fascinates me is how big of an actual engineering project The Sphere is. From the structure itself to the syncing thousands of LED panels inside the sphere and outside the sphere, while keeping them cooled in Vegas while keeping it cool enough and ventilated inside for a seating capacity of 18 000 people. There are run-of-the mill office buildings which fail to provide adequate ventilation.
All that effort, all those resources, just to get more eyeballs on ads.
Oh. I forgot about the exterior surface. And five seconds on image search tells me you were right. Well goddamn. Hard to imagine it'd cover its costs without that stuff, but yuck all the same.