Alternate title: Me being a CGMatter ripoff for 3 minutes. Find shadertoy here: www.shadertoy.com/new
Пікірлер: 64
@JohnDoesStuffLol2 жыл бұрын
beautifully concise, the amount of information you just communicated in under 3 minutes is mind blowing
@Radian6282 жыл бұрын
Thank you! Maximizing information density was my main goal! :)
@theexplosive5832 жыл бұрын
I love drugs
@NonTwinBrothers2 жыл бұрын
Me when floating point for loops 😳
@FunMaker392 жыл бұрын
Amazing. I'm stunned how simple expression can generate such an interesting pattern.
@sinth98652 жыл бұрын
Awesome! That was by far the best video that I've seen on the subject :)
@sierpinskibrot Жыл бұрын
This was phenomenal man
@ScryGL2 жыл бұрын
Oh hell yes! Just one criticism, you named your variables actual useful names like 'normalizedCoord' and 'angle', its common practice to instead pick those at random. Its like you don't want the fun of having no idea how something works that you wrote barely a week ago! 😁
@Radian6282 жыл бұрын
Thank you! And yeah it often annoyed me how a lot of shaders tend to have super short, confusing variables names. I understand that most of them likely weren't made with this in mind, but it makes them sooo much harder to dissect. I always like to lean slightly on the side of more verbose.
@anis6674 Жыл бұрын
@@Radian628 bro its always fun to name variables a,b,c those fun stuff yk sometimes i like to name them LCD because the fractals reminds me of it
@lydianlights Жыл бұрын
Omg yes people who write shader code are obsessed with terrible variable names because idk it makes them feel like a hacker or something lmao.
@VRchitecture10 ай бұрын
I guess those ppl are also code golf fans, so the shorter the solution, the cooler you are 🤷🏻♂️
@PalasBrown6 ай бұрын
simple and fast video about glsl, keep going
@THE_ONLY_GOD Жыл бұрын
Thanks! Nice speed run! Decided to decrease video playback from 2x for that one.
@MichaelProstka Жыл бұрын
Daaaaamn...and *poof* there goes the weekend. That is strong karate, Sensei.
@whimsy56232 жыл бұрын
You're amazing
@a_coneish_one4398 Жыл бұрын
thanks so much for this video! I'm trying to learn hlsl and this video is a great help!
@Heavenira2 жыл бұрын
>>> "Me being a CGMatter ripoff for 3 minutes." You are doing a better job than CGMatter. I kind of have a grudge with his teachings, b/c when CGMatter touched on OSL in "Create Procedural Fractals Fast", he threw in bad practices just for comedic giggles. I was unable to learn from it. This on the other hand has jumpstarted me on Shadertoy, so good work.
@ufffd Жыл бұрын
CGMatter was just trying to be Ian Hubert anyway. and there’s nothing wrong with that either, everyone benefits from the tutorials
@Heavenira Жыл бұрын
@@ufffd I don't remember Ian Hubert showing bad practices tho
@sciexp13 күн бұрын
Thanks for sharing this... Great...
@AlbySillyАй бұрын
thankyouformakingthisvideoitwasreallyinteresting
@Johnston.Carliferanda Жыл бұрын
Glad to catch you right after downing three pots of coffee.
@hunted_games Жыл бұрын
the speed at which you talk blows my mind.
@brown__e27798 ай бұрын
Nice! It's been a while since I didn't have to increase the playback speed. 🤩
@daveeckblad8 ай бұрын
could you please use a pop screen on your mic and also add highpass filter at 100hz to your vocal channel in your movie editor? TY!
@Zenzicubic Жыл бұрын
The question is how does this work, and why does this process produce fractals?
@astyd256 Жыл бұрын
bro this speed 😭
@brayne_9151 Жыл бұрын
❤❤❤
@GabrielSimLaramee Жыл бұрын
maybe this is obvious: Why does ... length(normalizedCoord + vec2( 0.2, -0.3)) randomize? Or were you just saying these were randomly chosen? I'm assuming it's something about how length() works. I couldn't figure it out online.
@MysteryPancake9 ай бұрын
It doesn't randomize, they were randomly chosen as you say. It offsets the fractal's position so the red green and blue channels have different values, similar to chromatic aberration. Length() is the same as measuring how far away a point is from 0, 0, 0.
@GabrielSimLaramee9 ай бұрын
thanks !@@MysteryPancake I think it makes sense to me now.
@ehouaiscestdwiouaiscestbie2528 Жыл бұрын
wow thanks
@tormentedterror4 ай бұрын
Make whole world spin under 10 seconds.
@kbusse5 ай бұрын
That was good content, but even as a usual speed-watcher I had to slow this down to 0,75
@huraqan3761 Жыл бұрын
Why are you using a float in the for loop? Great video btw
@MrTomas77779 ай бұрын
Presumably GPUs handle floats faster than ints?
@huraqan37619 ай бұрын
@@MrTomas7777 that seems unlikely
@GAMERPRO0719 Жыл бұрын
😄 💖💖💖
@OMNI_INFINITY9 ай бұрын
Thanks, but ditch the annoying background noise "music".
@protocol4308 Жыл бұрын
😄😄
@sayochikun3288 Жыл бұрын
You lost me at where you started explaining the fractal code.
@N3V3L7 ай бұрын
😂
@ripkyariz Жыл бұрын
🙎
@PoladGncli Жыл бұрын
🆕🆕🆕💣💣💣
@OMNI_INFINITY9 ай бұрын
That background noise is horrible. WHY added such dissonant annoying muzak???
@THE_ONLY_GOD Жыл бұрын
"Don't copy and paste"...LOL
@kinsukaweerasooriya29334 ай бұрын
Bro Lets make Raps Instead of this!
@h___em Жыл бұрын
😹😹😹🇹🇹🇹
@polatnigdelioglu8664 Жыл бұрын
😿 😹😹😹😍
@Vlogmander Жыл бұрын
😽 😨
@otexongaming1691d Жыл бұрын
💭💭💭 🇮😺😺
@alifahmededitz_vlogs_official Жыл бұрын
🇪🇪😧 🔱
@shoaibmseditz3447 Жыл бұрын
😴😴 😅😅😅😩😩😩
@Epic5019 ай бұрын
Brother if you're going to try to talk this quickly you need to enunciate lol
@THE_ONLY_GOD Жыл бұрын
multiplication happens BEFORE division. PEMDAS.
@Radian628 Жыл бұрын
Not necessarily--- usually in programming languages (and in fact in regular math notation) multiplication and division have the same precedence, and are evaluated left-to-right. The same applies to addition and subtraction. GLSL is consistent with this behavior. Scroll down a bit to find the precedence table: registry.khronos.org/OpenGL/specs/gl/GLSLangSpec.4.60.html#preprocessor
@THE_ONLY_GOD Жыл бұрын
@@Radian628 Wow, weird. Didn't know about the left to right precedence. Seems better to avoid that.
@Radian628 Жыл бұрын
@@THE_ONLY_GOD To me having multiplication and division at the same precedence kind of makes sense--- after all, division could be thought of as shorthand for multiplying by a reciprocal. The operators are so similar that it makes sense at least to me to treat their precedence as if they were one and the same. This is even more apparent for addition and subtraction imo--- subtraction is just adding a negative.
@AlFredo-sx2yy Жыл бұрын
@@THE_ONLY_GOD in PEMDAS multiplication and division have the exact same precedence lmao. 1) Parenthesis 2) Exponents (square roots are literally fractionary exponents, meaning that the nth root is the inverse of the nth power, so as you can see they both have the same precedence for a good reason.) 3) Multiplication and Division (Divisions are literally the inverse of a multiplication. Multiplying by 1/x is the same as dividing by x. So, again, as you can see they both have the same precedence for a good reason) 4) Addition and Subtraction (Subtractions are the same as adding negative values, so, again, the same logic applies, subtraction is the inverse of addition, so, once again, they have the same precedence for a good reason)