After 16 years, it's time for me to say goodbye to Twitter.
You can find me on Bluesky https://t.co/Mzpgxz4bLS
Or subscribe to my blog https://t.co/aV5Rql1nVu
See you on the other side✌️
@0xca0a@AndrewPrifer It’s odd, your posts don’t usually show up in my actual “following” feed. Looks like the other replier might have the same issue with your posts. Could just be us? Twitter does weird stuff with feeds now though, no longer seems neutral.
@MarkLyck@kentcdodds I don’t know, Twitter shadow bans you for all sorts of things, including promoting bluesky! Bluesky is an actually open platform. And bluesky is nothing like Mastodon/Reddit’s model.
If you have your own personal domain, go verify it on BlueSky! Your handle there can be your website. Lots of OG creators from Twitter are showing up over there.
Posting about Bluesky gets you shadowbaned on Twitter, but now that Bluesky supports video, I'm defaulting to posting shader content there first. I hope you'll join me!
This #threejs parallax map shader in @shaderfrog 2.0 is insanely fun to play with: https://t.co/TwFbtwCyWy
The @shaderfrog 2.0 editor is getting more use! I think there's a college that uses Shaderfrog - there are many flag shaders created in the system. If you're one of these students, can you let me know? I'd love to learn more!
Browse the #threejs gallery: https://t.co/aJNIN8TSdl
PlayCanvas Engine 2.0.0 is here! 2⃣🚀
💀 WebGL 1 removed
🧹 Public API cleaned up
✨ New custom shader API
👥 New hardware instancing API
Read more on our blog:
https://t.co/5YyrrYnkli
@tomorrowevening@Shadertoy@shaderfrog@threejs One challenge, at least the last time I checked, is Shadertoy authors have to explicitly opt in to API access to individual shaders, and it’s off by default
I hacked together a @Shadertoy import into @shaderfrog 2.0 / @threejs. Doesn't support most features, but it's a starting point!
Right now it converts to screen shader with gl_FragCoord. Up next I want to add an option to use UV coords for the conversion.
It's still a ways off, but what I hope to enable is unlocking easy shader reuse across engines, to increase the reach shader authors have, and increase the pool of effects artists have to choose from.