Shaders by Greg Velichansky

Open Source Stuff

 

Ray-marched scene with volumetric lighting

This pure fragment shader scene is the core of a 4kb intro, "Party ship," a demoscene production. The shader implements a fairly typical ray marcher but with the addition of volumetric lighting.

Open Source Stuff

 

Full Screen Feedback FX

This strange feedback effect is inspired by a camera pointed at its own output. In this example, it is pushed to explore interesting blending artifacts.

This effect was made for Mike T.'s R-COIL and he's graciously provided a wild demo of it in Infinity Cubes.

 

WebGL Plasma

This is a blend of sine waves meant to be a soothing background or decorative element on a webpage. If your browser supports WebGL, you should see it running live!

 

The following effects were all made for projects at Schell Games.
So, everything below is © Schell Games.

 

Screen Space Displacement

This shader distorts the screen image based on a normal buffer composited from particles or geometry configured with normal maps. It does correct depth testing. In the quick example on the right, a particle system is used to approximate hot vehicle exhaust.

 

Waveform Renderer

An effect to render common waveforms as though on a stylized oscilloscope, with added noise for effect.

Project: S.E.C.R.E.T.

 

Pixelation Transition

A full-screen effect shader that emulates a transition effect used in some 16-bit era games.

Project: S.E.C.R.E.T.

 

Video Glitch Effect

This shader is applied to a character portrait to simulate a corrupted video connection.

Project: S.E.C.R.E.T.

 

High Resolution Hex Minimap

(Without a Large Render Texture)

This shader cobines a hexagonal layout texture and a 1-pixel-per grid world data texture to render a beautiful high resolution representation of the world on a legacy iOS hardware with limited VRAM.

Project: Happy Atoms

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