SHADER

Graphics Trick: GPU Random Numbers (GPU 向けの乱数)

https://umbcgaim.wordpress.com/2010/07/01/gpu-random-numbers/

GPU Shader Experiments (シェーダのテスト集)

http://t.co/B2swhTFKbp

ShaderToy demos (シェーダトイのリアルタイムデモ)

Cave (洞窟) https://t.co/HbzDS29BU6 Mebius Balls (メビウスの球) https://t.co/DId0eA92Ek Alien grass (エイリアン草) https://t.co/7JC8iPI9NV

Normal generation shader (スクリーンスペースでの法線バッファの計算)

http://www.enkisoftware.com/devlogpost-20150131-1-Normal_generation_in_the_pixel_shader.html Short Japanese memo スクリーンスペースで, 位置座標バッファから法線バッファを生成する際の工夫です.

ShaderToy demos

http://t.co/PAKZm3kpE8 このデモのプログラムが下になります. 行数の少なさにびっくりです. // [2TC 15] Mystery Mountains. // Fractal mountains in 280 chars. // Dave Hoskins. #define F t+=texture2D(iChannel0,.3+p.xw*s/6e3,-99.)/s;s+=s; void mai…

Analytical DFG term for IBL

https://knarkowicz.wordpress.com/2014/12/27/analytical-dfg-term-for-ibl/

ShaderToy demos

Bidirectional Path Tracing https://www.shadertoy.com/view/MtfGR4 Raymarched tubes https://www.shadertoy.com/view/llXGR4

sRGB Approximations for HLSL

http://chilliant.blogspot.jp/2012/08/srgb-approximations-for-hlsl.html Short Japanese memo プログラマ向けに, sRGB リニア RGB の変換をシェーダで行う際の, 最適化に関する話です.

Some shader Toy demos

Wet stone https://www.shadertoy.com/view/ldSSzV Direct Lighting with MIS https://www.shadertoy.com/view/4sSXWt

"Inverse trigonometric functions GPU optimization for AMD GCN architecture"

https://seblagarde.wordpress.com/2014/12/01/inverse-trigonometric-functions-gpu-optimization-for-amd-gcn-architecture/

Texture Flow 3 at ShaderToy

https://www.shadertoy.com/view/ldjXD3 Short Japanese memo ShaderToy でのテクスチャフローのデモです.

Terrain Tubes

https://www.shadertoy.com/view/4sjXzG

Kepler 256o

https://www.shadertoy.com/view/XsjGRd

Fake glints

https://www.shadertoy.com/view/Md2Xzm

HLSL Parser at "The Witness blog"

http://the-witness.net/news/2014/08/hlslparser Japanese memo PS4 向けのゲーム The Witness の開発者のブログで紹介されていた, HLSL パーサーに関する記事です.

Worms at shadertoy

https://www.shadertoy.com/view/XsjXR1

"An investigation of fast real-time GPU-based image blur algorithms" by Intel

https://software.intel.com/en-us/blogs/2014/07/15/an-investigation-of-fast-real-time-gpu-based-image-blur-algorithms

"image imperfections and Film Grain post process FX"

http://devlog-martinsh.blogspot.ca/2013/05/image-imperfections-and-film-grain-post.html

GLSL.io

http://glsl.io/gallery

"Shader Compilation in Unity 4.5"

http://aras-p.info/blog/2014/05/05/shader-compilation-in-unity-4-dot-5/

GPU Assembly code of exp(), exp2(), pow()

exp2(a) : 2^a ; -------- Disassembly -------------------- 00 ALU: ADDR(32) CNT(1) 0 t: EXP_e R0.x, R0.x 01 EXP_DONE: PIX0, R0.xxxx END_OF_PROGRAM exp(a) : e^a ; -------- Disassembly -------------------- 00 ALU: ADDR(32) CNT(3) 0 y: MUL ___…

GLSL Shader Validator

https://sublime.wbond.net/packages/GL%20Shader%20Validator

"Primer : Shaders"

http://notes.underscorediscovery.com/shaders-a-primer/

"Low-level Shader Optimization for Next-Gen and DX11" @ GDC2014

pdf : http://www.humus.name/Articles/Persson_LowlevelShaderOptimization.pdf pptx : http://www.humus.name/Articles/Persson_LowlevelShaderOptimization.pptx

Cross Platform Shaders in 2014

http://aras-p.info/blog/2014/03/28/cross-platform-shaders-in-2014/

HLSL Cross Compiler @ Unreal Engine 4

https://docs.unrealengine.com/latest/INT/Programming/Rendering/ShaderDevelopment/HLSLCrossCompiler/index.html

Valve releases open source Direct3D to OpenGL translator

Valve releases open source Direct3D to OpenGL translator http://arstechnica.com/gaming/2014/03/valve-releases-open-source-direct3d-to-opengl-translator/

Using allow_uav_condition loop attribute in HLSL

Reference URL RWTexture2D - read and write @ GameDev.net http://www.gamedev.net/topic/620793-rwtexture2d-read-and-write/ HLSL flow control @ msdn http://msdn.microsoft.com/en-us/library/windows/desktop/bb509602%28v=vs.85%29.aspx [Dx11] Int…

InterlockedCompareExchange() in HLSL

http://msdn.microsoft.com/en-us/library/windows/desktop/ff471479(v=vs.85).aspx void InterlockedCompareExchange( in UINT dest, in UINT compare_value, in UINT value, out UINT original_value ); // pseudocode original_value = image[ dest ]; if…

NV_shader_buffer_store extension for OpenGL

http://developer.download.nvidia.com/opengl/specs/GL_NV_shader_buffer_store.txt