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Programming SDF animations of Rick and Morty

mattdesl

Really nice work and great post.

Just to add, if you want smooth anti-aliased edges without the second super-sampling pass, you can use standard derivatives in your SDFs. Basically, replacing your step functions with 'aastep', e.g.

https://github.com/glslify/glsl-aastep

null

[deleted]

joenot443

This is awesome. Shader devs are next level; it’s a type of tight, repetitive iteration which is super different from the webby, protocoly, applicationy development that many of us are used to. There’s something really satisfying about changing a float, pressing shift-enter, and then immediately seeing a result.

Well done!

nonethewiser

> Shader devs are next level; it’s a type of tight, repetitive iteration which is super different from the webby, protocoly, applicationy development that many of us are used to. There’s something really satisfying about changing a float, pressing shift-enter, and then immediately seeing a result.

Is working with the javascript canvas or abstractions on it like p5.js similar to what you're describing? Im not sure if you're talking about graphics programming (some familiarity with) or more specifically working with GPU shaders (no familiarity).

vekatimest

Looping over a canvas's framebuffer is a similar experience, just obviously a lot less performant. You also get easy access to the rest of your code's state/memory compared to a GPU shader, which can't have its own persistent state and needs variables explicitly allocated and passed into it.

djmips

Very nice post!

For a playlist on topicon YouTube from Inigo Quilez https://www.youtube.com/watch?v=0ifChJ0nJfM&list=PL0EpikNmjs...

vallode

Both the work done here and the quality of explanation, as well as the thoughtful challenges to the reader, are top notch. Thank you for sharing.

bobsmooth

>I did find one trick that sped up the trial and error process: I flashed my reference image of Rick on top of the preview so I could compare my drawing to the original while I was changing the code.

That's exactly how hand-drawn animation is done! Shader programming is something else. This is a really cool article.

anotherhue

This was a very well structured into to GLSL.

Can anyone comment on what it would be like in Vulkan or WebGPU/WebGL?

jms55

Pretty much the same. Both Vulkan and WebGL can use GLSL directly (well, GLSL -> SPIR-V for Vulkan). WebGPU technically can't if you run it in a browser, but native WebGPU implementations can take GLSL, you can transpile, and finally you could just write WGSL as it's basically the same as GLSL, just with more Rust-inspired syntax rather than C-inspired.

gamedever

Technically WebGPU and Metal support GLSL exactly as Vulkan supports it. You transpile. there is no difference except maybe you're used to that step with Vulkan and not with the others

jms55

Ehh from the user's perspective sure, but under the hood it's different.

Vulkan you're doing GLSL -> SPIR-V

WebGPU you're doing GLSL -> WGSL -> (HLSL->DXIL) / (MSL->IR) / SPIR-V / GLSL (for the compact backend)

Then the driver takes GLSL/DXIL/Metal IR/SPIR-V/etc and produces it's own bytecode. Different copies of LLVM are involved a few different times in different places. It's a complex and frankly fairly crappy pipeline.

unfixed

Wow, 8 months to achieve this animation reflects a sheer amount of perseverance.

metadat

Did the author's development process involve a loop of tweaking fractional values or was some kind of editor used?

It seems like the trial-and-error approach to coming up with the 240 lines with appropriate decimal values may be just a tad time intensive.

dhooper

I just used the code editor built into that page. Binary search is fast, even by hand.

hwillis

When I have done things like this, I just grab a slider or input and wire it to a uniform. Uniforms are passed into the shader and can be updated without recompiling.

worthless-trash

He's shader riiiiiick!

ilumanty

Pixel Riiick! Turned myself into a pixel Morty!

dhooper

"Pixel Rick" is too good to not include in the article. Added. Thank you.

matt3210

How did you include the real voice in a plans text message!?!?

robertlagrant

Good news everyone!

kubb

WOW. It's hard to express just how impressive this is.

slig

Does anyone know if the portal animation from Balatro is done in the same way?

jasongill

I think the Balatro background is a shader but the technique and effect it gives are different - this one has a static "ring" that shrinks as it moves inward to the horizon, the Balatro one has a fluid motion to it.

The Balatro background reminds me (intentionally, I suspect) of demoscene effects, I love it

slig

>The Balatro background reminds me (intentionally, I suspect) of demoscene effects, I love it

Oh, yes, I love it too!

hiccuphippo

If you have the game, you can unzip it and look at the code.

slig

Thanks, did not know that. I only got the mobile version recently.

Townley

Another application of GLSL/SDL: you can make custom shader materials for yourself in ThreeJS using the ShaderMaterial. You write the GLSL code in a string within the material and it’ll be applied to the mesh the material is attached to

Gives you the ability to make some cool looking effects like fresnel without post-processing filters