I’m aware of the porting tool from shadertoy to hlsl, but I’d like to do this kind of stuff through filter chains and feedback, noise, turbulence etc.
I’d like to keep the whole thing it modular, not just a shader.
I found this contribution:
And already tried to modify it but it seems I’m missing some of the logic behind this. I’m new to this kind of process. Same goes for the reaction diffusion contribution.
My question is, are there any other examples I can toy with and study? And try to better understand the logic of these chains? Or can someone point me in the right direction? That’d be greatly appreciated.
Yeah, I’m already in Dx11 and I’ve a good understanding of texture stuff, the basics of how this work is not my problem. I’m struggling with the process or order of effects that I should follow in order to achieve something similar to what I’ve posted.
I’ve a really basic understanding of shader code, If I look through the shadertoy code I can “see” only where the whole process begins and how it ends, everything in between is not very clear to me. Thats what I’m trying to understand/learn.
I’m sorry if I wasn’t clear in my first post.
Hi @tekcor thank you for your suggestions! I’ll take a look into FieldTrip as soon as I can. I’m already reading some book about shader but curiosity always get the best of me.
In the meantime I managed to get a better understanding of this kind of workflow. I’m lacking all the complex math that is involved in most of the cases I’m looking at, since is not my background, but now I’ve a better -empirical- grasp of what each buffer does.
Maybe porting some the complex buffer functions into singles fx shaders could be a way to go, but I’m stil far from that point. I’m sadly aware of the complexity of this.