Just realized that I didn't have a barebones implementation of "cyclic noise" online. So here's a simple (40 loc) implementation of 2D cyclic noise MIT licensed: shadertoy.com/view/fcjXzh
One of the very few app I was really missing on Linux was Paint.net. Old versions were MIT licensed. As a test, I guided #ClaudeCode to re-implement that version in Qt6, it took a single day.. Should be feature complete and somewhat buggy: github.com/stormoid/paintdot…
Looks like #Gemini3 is the first LLM that can do decent ASCII art, first result for an "elaborate ASCII art car"
Visualizing (part of) one of the most fascinating mathematical object which happens to live in Euclidean 8-dimensional space (R⁸) in a shader that runs at decent speed is surprisingly hard! shadertoy.com/view/W323Wc
#MathArt #shadertoy
Please let me know about prompts that a human can easily solve (with some time) but that current LLMs are incapable of.
Stumbled upon this one:
"Write a valid python function that uses all printable ASCII characters as part of variable names, operators or functional symbols."
And for completeness here's a full ascii pangram (almost perfect, except for string delimiters) that's also valid perl code.
Could be useful to compare programming fonts...
gist.github.com/stormoid/c03…
I was getting tired of playing where's waldo with kanji components on jisho.org so here's a small python script to find kanji based on English component meanings. Useful if you know most of your components/radicals.
github.com/stormoid/fast_kan…
#Kanji #learnjapanese
Playing with visualizations of primes numbers (every prime is a wave intersecting y at its multiples) shadertoy.com/view/MXdXDN
Came up with a way of doing somewhat decent hash quality testing directly in shadertoy. By adding up thousands (or millions) or bitplanes and checking for divergence. So far, most of the hashes I've tested fail pretty badly. shadertoy.com/view/sdtczr
Finally found a way of visualizing 4D space in a manner that makes more sense to my brain. Neighboring grid cells are connected on the W axis.
shadertoy.com/view/MX3GDX
Computing the j-invariant in a shader with fp32 precision is harder than I expected. But exploring those symmetries with shading is fun! In motion: shadertoy.com/view/sdcyW8
Really happy with this procedural star function, instead of mapping to a sphere, displacing points on a cube's faces to ensure spherical dots and introduce larger patterns. And a somewhat realistic planetary nebula too.
shadertoy.com/view/fl2Bzd
#shadertoy #procedural
Couldn't find a simple program with just that functionality. So I wrote/gpted a super simple python program to store up to 11 plaintext clipboards: github.com/nimtz/multiclip
Using 4d rotation/deformation to render somewhat believable, stateless pseudo-smoke in shadertoy shadertoy.com/view/WtdfR8 #shadertoy #shaders
A "new" fractal type (or subtype). Calling it the "MandelOct". Very similar to a MandelBox but with Octahedral folding instead of Box folding. shadertoy.com/view/wlcfR8
Clouds, terrain and water surface without the use of textures or hash functions, by using something I call "cyclic noise". Also featuring a new technique for terrain curvature/ambient lighting. See in motion (with code): shadertoy.com/view/wl3czN
#procedural #shadertoy #shaders
Fluid mimicry and volume/geometry interaction in a fully procedural shader. See in motion: shadertoy.com/view/4dGyRh #shadertoy #ProceduralArt
Using curl from simple noise to displace texture fetches. The shader is 15 lines of non-obfuscated code (Assuming the noise and 2D gradients are in a texture). shadertoy.com/view/tsXBRH #Shadertoy
Shadertoy now has a Discord server! (official announcement incoming)
More info (and link): shadertoy.com/view/tljGDh
Fast procedural fluid-like animated 3D noise, allowing for much nicer volumetric shading (should run close to 60fps at 1080p) See in motion: shadertoy.com/view/3l23Rh



















