Frankiezafe (Talk | contribs) |
Frankiezafe (Talk | contribs) |
||
(5 intermediate revisions by the same user not shown) | |||
Line 15: | Line 15: | ||
* https://www.shadertoy.com/view/XdsGDB | * https://www.shadertoy.com/view/XdsGDB | ||
− | === | + | === clouds === |
+ | |||
+ | <html> | ||
+ | <iframe width="400" height="225" src="https://www.youtube.com/embed/8OrvIQUFptA" frameborder="0" allow="autoplay; encrypted-media" allowfullscreen></iframe> | ||
+ | </html> | ||
[[File:Jpgrenier-clouds-world-pos.png|400px]] | [[File:Jpgrenier-clouds-world-pos.png|400px]] | ||
Line 21: | Line 25: | ||
* http://jpgrenier.org/clouds.html | * http://jpgrenier.org/clouds.html | ||
* http://reset-game.net/?p=284 | * http://reset-game.net/?p=284 | ||
+ | |||
+ | [[File:Dynamic-volumetric-figure-2.jpg|400px]] | ||
+ | |||
+ | * https://software.intel.com/en-us/articles/dynamic-volumetric-cloud-rendering-for-games-on-multi-core-platforms/ | ||
+ | * https://stackoverflow.com/questions/2591956/opengl-glsl-what-is-the-best-algorithm-to-render-clouds-smoke-out-of-volumetric | ||
+ | |||
+ | [[File:Fede-vaccaro terrainEngine-OpenGL.jpg|400px]] | ||
+ | |||
+ | * https://github.com/fede-vaccaro/TerrainEngine-OpenGL, and especially the cloud shder: https://github.com/fede-vaccaro/TerrainEngine-OpenGL/blob/master/shaders/volumetric_clouds.frag | ||
+ | |||
+ | === GLSL === | ||
+ | |||
+ | * A real-time GPU ray marcher in GLSL and C++ - https://github.com/nical/GLSL-Raymarching | ||
+ | |||
+ | [[category:3D]] | ||
+ | [[category:shaders]] | ||
+ | [[category:videogame]] | ||
+ | [[category:godotengine]] |
Whole new track about liquids and smoke simulations. No idea yet where this will lead me...
online identity ∋ [ social ∋ [mastodon♥, twitter®, facebook®, diaspora, linkedin®]
∥ repos ∋ [github®, gitlab♥, bitbucket®, sourceforge] ∥ media ∋ [itch.io®, vimeo®, peertube♥, twitch.tv®, tumblr®] ∥ communities ∋ [godotengine♥, openprocessing, stackoverflow, threejs]]