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OneShader

This page gives an overview of all the ditties that I have published on OneShader.

Click on an image to view the shader on OneShader.

  • Gyroid noise from https://www.shadertoy.com/view/ddX3WB
    Gyroid noise
  • Based on https://twitter.com/C010011012/status/1290039817825210368 by @C010011012
    z + 1/z Inversion
  • https://podcast.ai/ background
    Podcast AI background
  • First explorations of an animated grid subdivision.
    Grid I
  • Fractal Marble
    Fractal Marble
  • Classic metaballs demo effect.
    Metaballs
  • Real-time path traced voxel tunnel.
    Voxel tunnel
  • Real-time path traced cubes.
    Fractal cube
  • Simple raytracer showing a lot of spheres. A grid is used as an acceleration structure.
    Speed tracer
  • Simple raytracer showing a lot of spheres and light sources. A grid is used as an acceleration structure.
    A lot of spheres
  • Circle inversion of a grid with circles.
    Circle Inversion
  • I found this article: http://www.ams.org/notices/200304/fea-escher.pdf describing the transformation used by Escher in the droste-picture: de prentententoonstelling (the picture gallery). The source is a mess atm - I will clean up later.
    Escher's prentententoonstelling
  • Phong: https://en.wikipedia.org/wiki/Phong_reflection_model and https://learnopengl.com/Lighting/Basic-Lighting

#phong #lighting
    Phong Lighting
  • Blinn–Phong https://en.wikipedia.org/wiki/Blinn%E2%80%93Phong_reflection_model and https://learnopengl.com/Advanced-Lighting/Advanced-Lighting

#blinn-phong #lighting
    Blinn–Phong Lighting
  • A shader that implements the analytical PBR lighting  as described in https://learnopengl.com/PBR/Lighting

#pbr #lighting
    Psycial Based Lighting
  • Based on the shaders of the excellent article 'Cameras and Lenses' by @BCiechanowski: https://ciechanow.ski/cameras-and-lenses/
    Cameras and Lenses
  • Loopable variant of https://oneshader.net/shader/77061bc5ed by using the iLoop uniform vs iTime.

The iLoop uniform will loop from 0-1 every 4 seconds.
    Flare [Loopable]
  • A simple shader that demonstrates how you can use adjustable uniforms in your shader.
    Flare
  • Test with WebGL 1.0 shader.
    Psychedelic Sand Dunes
  • Use the slider to change the number of light bounces.
    Yet another Cornell Box
  • Simple raytracer showing a lot of spheres and light sources. A grid is used as an acceleration structure.
    A lot of Spheres
  • Experiment to generate some well-known textures (from the first-person shooter video game developed by id Software) in a textureless shader.
    Wolfenstein
  • I wanted to create an organic-looking SDF scene in a single, fully procedural, fragment shader. The scene is modelled for this specific camera viewpoint and lighting setup.

Please change AA (line 24) to 1 if this shader is running slow.
    Woman
  • Facebook Connect background https://www.facebookconnect.com/
    Facebook Connect
  • Tokyo by night in the rain. The car model is made by Eiffie (Shiny Toy': https://www.shadertoy.com/view/ldsGWB). I have never been in Tokyo btw.
    Tokyo
  • Based on matrix - 255 char by FabriceNeyret2: https://www.shadertoy.com/view/4tlXR4 compacting to 2-tweets patriciogv's Matrix shader https://www.shadertoy.com/view/MlfXzN ( 819 -> 255 chars ) But first go see patriciogv's comments and readable sources :-D
    Matrix Rain
  • This shader is a proof of concept to find out if I could create a “typical” Shadertoy shader, i.e. a shader that renders a non-trivial animated 3D scene, by using a ray tracer instead of the commonly used raymarching techniques.
    Robotic Arm hunting Lights

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