@andrewray.me on Bluesky (@andrewray) header
@andrewray.me on Bluesky (@andrewray) profile picture

Javascript, music, nutrition, WebGL, ReactJS, headphones, license plates, biking, Vim. Creator of @shaderfrog. he/him.

San Francisco, CA
Joined April 2008
Photo by @andrewray.me on Bluesky (@andrewray)Photo by @andrewray.me on Bluesky (@andrewray)Photo by @andrewray.me on Bluesky (@andrewray)Photo by @andrewray.me on Bluesky (@andrewray)Photo by @andrewray.me on Bluesky (@andrewray)Photo by @andrewray.me on Bluesky (@andrewray)Photo by @andrewray.me on Bluesky (@andrewray)Photo by @andrewray.me on Bluesky (@andrewray)Photo by @andrewray.me on Bluesky (@andrewray)Photo by @andrewray.me on Bluesky (@andrewray)
After 16 years, it's time for me to say goodbye to Twitter. You can find me on Bluesky bsky.app/profile/andrewray.m… Or subscribe to my blog andrewray.me/subscribe See you on the other side✌️
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Maybe the only reason to come to Twitter now is to post when 🦋 is down?
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If you have your own personal domain, go verify it on BlueSky! Your handle there can be your website. Lots of OG creators from Twitter are showing up over there.
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Posting about Bluesky gets you shadowbaned on Twitter, but now that Bluesky supports video, I'm defaulting to posting shader content there first. I hope you'll join me! This #threejs parallax map shader in @shaderfrog 2.0 is insanely fun to play with: bsky.app/profile/andrewray.m…
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@andrewray.me on Bluesky retweeted
does any one know where i could find some Unsolicited advice? preferably from people with weird personality disorders who dont know anything
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The @shaderfrog 2.0 editor is getting more use! I think there's a college that uses Shaderfrog - there are many flag shaders created in the system. If you're one of these students, can you let me know? I'd love to learn more! Browse the #threejs gallery: shaderfrog.com/2/browse/thre…
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@andrewray.me on Bluesky retweeted
PlayCanvas Engine 2.0.0 is here! 2⃣🚀 💀 WebGL 1 removed 🧹 Public API cleaned up ✨ New custom shader API 👥 New hardware instancing API Read more on our blog: blog.playcanvas.com/playcanv…
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I hacked together a @Shadertoy import into @shaderfrog 2.0 / @threejs. Doesn't support most features, but it's a starting point! Right now it converts to screen shader with gl_FragCoord. Up next I want to add an option to use UV coords for the conversion.
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It's still a ways off, but what I hope to enable is unlocking easy shader reuse across engines, to increase the reach shader authors have, and increase the pool of effects artists have to choose from.
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Wow I did NOT expect this to work! Applying a gl-transition in #threejs @shaderfrog 2.0 with uv backfilling to transition between two parallax map shaders! Live: shaderfrog.com/2/editor/clzn…
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Ugh, this is so much fun to experiment with. Galaxy parallax map transition in @threejs @shaderfrog 2.0. Live: shaderfrog.com/2/editor/clzn…
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Backfilling UVs in #threejs @shaderfrog 2.0 means you can treat shaders like image inputs. Here's the awesome gl-transition (github.com/gl-transitions/gl…) library applied to full shaders! Live: shaderfrog.com/2/editor/clzn…
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Another @greweb gl-transition effect applied to arbitrary shaders. Experimenting with effects is as simple as clicking on a node to replace, then clicking on a shader in the sidebar to replace it. Live: shaderfrog.com/2/editor/clzn…
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Backfilling UVs in #threejs @shaderfrog 2.0: All nodes are individual shaders. The fireball, the transition effect, and the vertex noise pattern. The primitive of artistic composition has changed from GLSL functions to full shaders/effects! Live: shaderfrog.com/2/editor/clzn…
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Lots of interesting effects are enabled by UV backfilling. Messing around with shaders as parallax maps in #threejs @shaderfrog Live: shaderfrog.com/2/editor/clzk…
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Simple effects add depth (literally) as a parallax map Live: shaderfrog.com/2/editor/clzk…
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Achieved something very silly, inefficient, and fun to play with in @threejs in the @shaderfrog 2.0 alpha: Using shader programs as parallax maps! Here's a fractal shader used to fake depth on an object. Live: shaderfrog.com/2/editor/clzj…
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And because it's @shaderfrog, you can arbitrarily compose shaders, so you can trivially change the parallax map to any other shader in the system! Leading to some fantastic results shaderfrog.com/2/editor/clzj… #webgl #threejs
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This is based on a shader module composition strategy I call "backfilling" - one shader can inject its variables (in this case, the uv coordinate) into other shaders. The parallax map shader's uvs are properly applied to each execution of the input shader.
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