ux
Joined 14 years ago
Joined 14 years ago
I'm glad it reaches an audience :)
> Only critique is.. if you're sharing to teach, your compact/one line [460] char GLSL code is a poor delivery mechanism.
Understandable. Though, the demos are here to illustrate "what you can do with the trick I'm sharing". It's like, I'm teaching you how to do watercolor, and illustrate it with some paintings you won't be able to perform just with that knowledge. They're meant to inspire you to create. You're not looking at a tutorial, you're looking at art.
I gave some directions and resources in a comment here, it might help you: https://www.reddit.com/r/GraphicsProgramming/comments/1pgqis...
> And GLSL syntax looks a bit tedious to be honest, but I'd love to dive in.
With the vectorization everywhere, it's surprisingly convenient given how simple the syntax is. I personally just miss some sinpi/cospi/etc, and/or a PI and TAU constant.
The winding number logic is usually super involved, especially when multiple sub-shapes start overlap and subtracting each other. Is this covered or orthogonal to what you are talking about?
I added your changes to the Shadertoy version with your HN nickname. I'll integrate it to the original later.
Thanks!
But! You can save 1 char by replacing w with a:
g -= a*=w,
c += a*d*9.+...
a = min(...),
c.r += w*a*a*.2,
So thank you for the idea!
I started 2-3 months ago or so doing this stuff, so don't be too intimidated to start. Especially with the two articles (Red Alp and this one), it should make it more accessible, hopefully :)