0.9.4 (2025-07-04): Added ray_marching_7 (scene and shader) and magic_portal (scene and shader). Updated polar_heart (shader).
FencerDevLog
0.9.3 (2025-05-25): Added ray_marching_6 (scene, shader, and texture). Added voronoi_mosaic (scene and shader).
I see. Good idea.
I think Bevy uses WGSL that has a different syntax. But your friend can at least extract the algorithms and rewrite them. 😎
0.9.2 (2025-05-21): Added print_number (scene and shader) and its usage in paper_burn (script and shader). Added ray_marching_5 (scene and shader).
This is what happens when a programmer tries to create some graphics. 😀
Thanks. 😎
You are welcome! Glad to help.
Thanks! The offset of UV coordinates works like refraction, localized to the corresponding cell of the defined grid. Without using a noise texture, such light refraction would be circular, similar to the magnifying glass effect. However, this approach creates slightly irregular shapes, which better simulate droplets on a window pane. If you reduce the drop_layer function to its absolute minimum, you should see the mentioned grid before the shaping and movement of the droplets.
Like this:
vec2 drop_layer(vec2 uv, float time) {
vec2 grid = vec2(grid_x, grid_y);
vec2 drop_uv = fract(uv * grid);
drop_uv = 2.0 * drop_uv - 1.0;
vec2 drop_size = drop_uv / grid;
return drop_size;
}
Thanks! About a year ago, I was experimenting with decals, but I don’t remember if it led to anything. Maybe I’ll revive this subproject.
0.9.5 (2025-07-08): Added ray_marching_8 (scene and shader) and ray_marching_9 (scene and shader).