# orderedItems[].object.content
RT @panna_pudi@twitter.com

I can also be found at @panna_pudi
and cohost: https://cohost.org/pudi
https://mstdn.social/@panna_pudi

# orderedItems[].object.contentMap.en
RT @panna_pudi@twitter.com

I can also be found at @panna_pudi
and cohost: https://cohost.org/pudi
https://mstdn.social/@panna_pudi

# orderedItems[].object.content
@alia This one is sooo pretty!

# orderedItems[].object.contentMap.en
@alia This one is sooo pretty!

# orderedItems[].object.content
@alia Oh, first I want to make something small and pretty on shadertoy and then move to native.
And for shadertoy it'll be just static scene like in desert shader (mebbe with smol animation if TAA handle that 😅)

# orderedItems[].object.contentMap.en
@alia Oh, first I want to make something small and pretty on shadertoy and then move to native.
And for shadertoy it'll be just static scene like in desert shader (mebbe with smol animation if TAA handle that 😅)

# orderedItems[].object.content
@alia I only interacted with subgroups in compute shaders by making shared array and using basic operations on it like broadcast and stuff 😳
Right now I'm skimming these shaders
https://www. shadertoy.com/view/Ntcyz7
https://www. shadertoy.com/view/styyDV

# orderedItems[].object.contentMap.en
@alia I only interacted with subgroups in compute shaders by making shared array and using basic operations on it like broadcast and stuff 😳
Right now I'm skimming these shaders
https://www. shadertoy.com/view/Ntcyz7
https://www. shadertoy.com/view/styyDV

# orderedItems[].object.content
@lesley I want to make scene like one complicated object in the middle and environment, so single box intersection will be enough.
I'm glancing this code rn
https://www. shadertoy.com/view/styyDV

# orderedItems[].object.contentMap.en
@lesley I want to make scene like one complicated object in the middle and environment, so single box intersection will be enough.
I'm glancing this code rn
https://www. shadertoy.com/view/styyDV

# orderedItems[].object.content
I expect from a scene to be a bit dynamic and don't want to build octree for now, but rather focus on algorithms and shortcuts I can make

# orderedItems[].object.contentMap.en
I expect from a scene to be a bit dynamic and don't want to build octree for now, but rather focus on algorithms and shortcuts I can make

# orderedItems[].object.content
I want to make path tracer with voxels and SDF.

Would anyone have any tips or references to get me started?

# orderedItems[].object.contentMap.en
I want to make path tracer with voxels and SDF.

Would anyone have any tips or references to get me started?

# orderedItems[].object.content
Apparently you don't need to have any stars to get the gold status on shadertoy >~>

# orderedItems[].object.contentMap.en
Apparently you don't need to have any stars to get the gold status on shadertoy >~>

# orderedItems[].object.content
Poste de Double Sens

Poste de Double Sens
#shader #glsl #creativecoding #generativeart

# orderedItems[].object.contentMap.en
Poste de Double Sens

Poste de Double Sens
#shader #glsl #creativecoding #generativeart

# orderedItems[].object.content
@alia 😩

# orderedItems[].object.contentMap.en
@alia 😩

# orderedItems[].object.content
@alia math'stodon.xyz is into latex tho! https://mathstodon.xyz/@ejk/1016027360 59599600

# orderedItems[].object.contentMap.en
@alia math'stodon.xyz is into latex tho! https://mathstodon.xyz/@ejk/1016027360 59599600

# orderedItems[].object.content
@alia huh this instance can't do markdown. Lame, time to migrate

# orderedItems[].object.contentMap.en
@alia huh this instance can't do markdown. Lame, time to migrate

# orderedItems[].object.content
@alia I just changes the code, but I see no difference >.>

```glsl
float map(vec3 p) {
float d = length(p) - 0.5;

// rotate
//p.xy *= rot(time * 13. * TAU);

float small_rad = 0.2, big_rad = 0.5;
vec2 tube = vec2(length(p.xy) - big_rad, p.z);

// shape
float angle = atan(p.x, p.y);
tube *= rot(angle * 0.75);

// spin
tube *= rot(time * TAU);

d = length(tube) - small_rad;
d = sd_box(tube, vec2(small_rad));

d -= 0.015;
return d;
}
```

# orderedItems[].object.contentMap.en
@alia I just changes the code, but I see no difference >.>

```glsl
float map(vec3 p) {
float d = length(p) - 0.5;

// rotate
//p.xy *= rot(time * 13. * TAU);

float small_rad = 0.2, big_rad = 0.5;
vec2 tube = vec2(length(p.xy) - big_rad, p.z);

// shape
float angle = atan(p.x, p.y);
tube *= rot(angle * 0.75);

// spin
tube *= rot(time * TAU);

d = length(tube) - small_rad;
d = sd_box(tube, vec2(small_rad));

d -= 0.015;
return d;
}
```

# orderedItems[].object.content
@lesley wait there're newer proposal \o/ https://github.com/gpuweb/gpuweb/issue s/2238

# orderedItems[].object.contentMap.en
@lesley wait there're newer proposal \o/ https://github.com/gpuweb/gpuweb/issue s/2238

# orderedItems[].object.content
@lesley Unfortunately webgpu doesn't have specialization constants in standard and even that it'll be limited in future.
And string concatenation is much easier than fiddling with offsets and raw bytes ;x

https://github.com/gfx-rs/wgpu-rs/issu es/521#issuecomment-677964193

# orderedItems[].object.contentMap.en
@lesley Unfortunately webgpu doesn't have specialization constants in standard and even that it'll be limited in future.
And string concatenation is much easier than fiddling with offsets and raw bytes ;x

https://github.com/gfx-rs/wgpu-rs/issu es/521#issuecomment-677964193