Here is a couple Shadertoys that I wrote while traveling recently!
The first one, while coming back from Vancouver to San Francisco, is an exploration of what could be achieved deforming a texture. It is still a pure 2D shader, no raymarching or anything, just a UV deformation. The texture is calculated per pixel and it generates LEDs.
For the second time ever we (Beautypi) hosted a Shadertoy Hackathon, this time it was part of the official Siggraph 2014 program. The theme for the hackathon was to make something with “spheres” or “circles”.
The winner was “Total Noob” by “dynamite” : https://www.
Second prize : “PlasmaBall” by “kaspard” : https://www.shadertoy.com/
Third prize : “sphere” by “hughsk”: https://www.
Here are some pictures from the day of the event:
For more information : https://www.shadertoy.com/events
This year we (Beautypi) were really fortunate to be able to speak at the GPU Technology Conference organized by NVIDIA in San Jose, CA. For this conference we put together a new talk related to Shadertoy, our talk focused on what people have done in our website over the last year.
The talk was called “Shadertoy : Do You Know What a Fragment Shader Can Do?“. Here is the abstract of our presentation.
[…] we are going to walk the audience through Shadertoy and some of the most innovative, artistic and creative GPU algorithms that our community has been developing over the last 6 months. This includes shaders employing raymarching, procedural texturing, modeling and animation, fractal geometry, image compression and volumetric rendering.
Watch the full talk here: http://on-demand.gputechconf.com/gtc/2014/video/S4550-shadertoy-fragment-shader.mp4
The headline was clear: The first world-competition ever to find out who can write the best shader in 60 minutes.
On March 19th, we (Beautypi) organized the first Shadertoy Hackathon. The event was sold out (wow), maybe because it was during the Game Developer Conference or maybe because there is actually a lot of people that uses our website! In any case, we got a great venue, we located the event at the Adobe building in San Francisco but people could also participate online.
After coding our jury (Jorge Jimenez, Ricardo Chavarria and Jason Smith) delivered and picked the winners :
Here is the winner of the Shadertoy Hackathon : “Cellular” by vug : https://www.shadertoy.com/view/Xs2GDd
Click play to see it moving.
Also, special thanks to all our sponsors and people who helped putting this event together, this includes: Siggraph, SoMa Play and Nvidia.
Today we finally release the official Shadertoy.com app for iOS devices! Now you can view the best shaders from Shadertoy.com and share them with the rest of the world. The app was developed by @skumancer (Ricardo Chavarria) and Beautypi (Inigo Quilez and Pol Jeremias).
If you want to know more about the app and how it was created read after the screenshots :
Why did we created an app? Because the browser on iOS devices does not (yet) support WebGL. Since we created a native app from the ground up it allowed us to use native OpenGL.
The inspiration to build our app came from the beautiful Weather app created by Yahoo :
First screenshot while developing the app, see the menus on the left side and the shader already running on the right side :
And here is what it look like for launch :